Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimStateEntryNode.cpp
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

51 lines
1.3 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
AnimStateNode.cpp
=============================================================================*/
#include "AnimStateEntryNode.h"
#include "EdGraph/EdGraph.h"
#include "AnimationStateMachineSchema.h"
#define LOCTEXT_NAMESPACE "AnimStateEntryNode"
/////////////////////////////////////////////////////
// UAnimStateEntryNode
UAnimStateEntryNode::UAnimStateEntryNode(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UAnimStateEntryNode::AllocateDefaultPins()
{
UEdGraphPin* Outputs = CreatePin(EGPD_Output, UAnimationStateMachineSchema::PC_Exec, TEXT("Entry"));
}
FText UAnimStateEntryNode::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
UEdGraph* Graph = GetGraph();
return FText::FromString(Graph->GetName());
}
FText UAnimStateEntryNode::GetTooltipText() const
{
return LOCTEXT("StateEntryNodeTooltip", "Entry point for state machine");
}
UEdGraphNode* UAnimStateEntryNode::GetOutputNode() const
{
if(Pins.Num() > 0 && Pins[0] != NULL)
{
check(Pins[0]->LinkedTo.Num() <= 1);
if(Pins[0]->LinkedTo.Num() > 0 && Pins[0]->LinkedTo[0]->GetOwningNode() != NULL)
{
return Pins[0]->LinkedTo[0]->GetOwningNode();
}
}
return NULL;
}
#undef LOCTEXT_NAMESPACE