Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_Slot.cpp
Michael Schoell 788de6f349 Removed GetNodeNativeTitle from the editor entirely, now uses BuildSourceString to obtain the source string in a more reliable way.
#codereview Justin.Sargent

[CL 2114371 by Michael Schoell in Main branch]
2014-06-23 15:36:50 -04:00

62 lines
1.5 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
#include "AnimGraphNode_Slot.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_Slot
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_Slot::UAnimGraphNode_Slot(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FLinearColor UAnimGraphNode_Slot::GetNodeTitleColor() const
{
return FLinearColor(0.7f, 0.7f, 0.7f);
}
FString UAnimGraphNode_Slot::GetTooltip() const
{
return TEXT("Plays animation from code using AnimMontage");
}
FText UAnimGraphNode_Slot::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
const FText SlotName = (Node.SlotName != NAME_None) ? FText::FromName(Node.SlotName) : LOCTEXT("NoSlotName", "(No slot name)");
FFormatNamedArguments Args;
Args.Add(TEXT("SlotName"), SlotName);
if (TitleType == ENodeTitleType::ListView)
{
return FText::Format(LOCTEXT("SlotNodeListTitle", "Slot '{SlotName}'"), Args);
}
else
{
return FText::Format(LOCTEXT("SlotNodeTitle", "{SlotName}\nSlot"), Args);
}
}
FString UAnimGraphNode_Slot::GetNodeCategory() const
{
return TEXT("Blends");
}
void UAnimGraphNode_Slot::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
if (AnimBlueprint->TargetSkeleton)
{
AnimBlueprint->TargetSkeleton->AddSlotNodeName(Node.SlotName);
AnimBlueprint->TargetSkeleton->AddSlotGroupName(Node.GroupName);
}
}
#undef LOCTEXT_NAMESPACE