Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_TransitionResult.cpp
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

38 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_TransitionResult.h"
#include "GraphEditorSettings.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_TransitionResult
#define LOCTEXT_NAMESPACE "UAnimGraphNode_TransitionResult"
UAnimGraphNode_TransitionResult::UAnimGraphNode_TransitionResult(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FLinearColor UAnimGraphNode_TransitionResult::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->ResultNodeTitleColor;
}
FText UAnimGraphNode_TransitionResult::GetTooltipText() const
{
return LOCTEXT("TransitionResultTooltip", "This expression is evaluated to determine if the state transition can be taken");
}
FText UAnimGraphNode_TransitionResult::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("Result", "Result");
}
void UAnimGraphNode_TransitionResult::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// Intentionally empty. This node is auto-generated when a transition graph is created.
}
#undef LOCTEXT_NAMESPACE