Files
UnrealEngine/Engine/Source/Editor/PhysicsAssetEditor/Private/PhysicsAssetGraph/PhysicsAssetGraphNode.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

58 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PhysicsAssetGraph/PhysicsAssetGraphNode.h"
#include "EdGraph/EdGraphPin.h"
#include "PhysicsAssetGraph/PhysicsAssetGraph.h"
#include "Templates/Casts.h"
#include "UObject/UnrealNames.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(PhysicsAssetGraphNode)
class UObject;
UPhysicsAssetGraphNode::UPhysicsAssetGraphNode(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
InputPin = nullptr;
OutputPin = nullptr;
}
void UPhysicsAssetGraphNode::SetupPhysicsAssetNode()
{
}
UObject* UPhysicsAssetGraphNode::GetDetailsObject()
{
return nullptr;
}
UPhysicsAssetGraph* UPhysicsAssetGraphNode::GetPhysicsAssetGraph() const
{
return CastChecked<UPhysicsAssetGraph>(GetOuter());
}
FText UPhysicsAssetGraphNode::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return NodeTitle;
}
void UPhysicsAssetGraphNode::AllocateDefaultPins()
{
InputPin = CreatePin(EEdGraphPinDirection::EGPD_Input, NAME_None, NAME_None, NAME_None);
InputPin->bHidden = true;
OutputPin = CreatePin(EEdGraphPinDirection::EGPD_Output, NAME_None, NAME_None, NAME_None);
OutputPin->bHidden = true;
}
UEdGraphPin& UPhysicsAssetGraphNode::GetInputPin() const
{
return *InputPin;
}
UEdGraphPin& UPhysicsAssetGraphNode::GetOutputPin() const
{
return *OutputPin;
}