Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_StateResult.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

47 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_StateResult.h"
#include "GraphEditorSettings.h"
#define LOCTEXT_NAMESPACE "A3Nodes"
/////////////////////////////////////////////////////
// UAnimGraphNode_StateResult
UAnimGraphNode_StateResult::UAnimGraphNode_StateResult(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FLinearColor UAnimGraphNode_StateResult::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->ResultNodeTitleColor;
}
FText UAnimGraphNode_StateResult::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("AnimGraphNodeStateResult_Title", "Output Animation Pose");
}
FText UAnimGraphNode_StateResult::GetTooltipText() const
{
return LOCTEXT("AnimGraphNodeStateResult_Tooltip", "This is the output of this animation state");
}
bool UAnimGraphNode_StateResult::IsSinkNode() const
{
return true;
}
void UAnimGraphNode_StateResult::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// Intentionally empty. This node is auto-generated when a new graph is created.
}
FString UAnimGraphNode_StateResult::GetDocumentationLink() const
{
return TEXT("Shared/GraphNodes/AnimationStateMachine");
}
#undef LOCTEXT_NAMESPACE