// Copyright Epic Games, Inc. All Rights Reserved. #include "MuT/NodeObjectNew.h" #include "HAL/PlatformString.h" #include "Misc/AssertionMacros.h" #include "MuT/CompilerPrivate.h" #include "MuT/NodeComponent.h" #include "MuT/NodeComponentNew.h" #include "MuT/NodeLOD.h" #include "MuT/NodeMesh.h" #include "MuT/NodeMeshConstant.h" #include "MuT/NodeSurface.h" #include "MuT/NodeSurfaceNew.h" namespace mu { const FString& NodeObjectNew::GetName() const { return Name; } void NodeObjectNew::SetName( const FString& InName ) { Name = InName; } const FString& NodeObjectNew::GetUid() const { return Uid; } void NodeObjectNew::SetUid( const FString& InUid ) { Uid = InUid; } int32 NodeObjectNew::GetStateCount() const { return States.Num(); } void NodeObjectNew::SetStateCount( int32 c ) { States.SetNum( c ); } void NodeObjectNew::SetStateName( int32 s, const FString& n ) { check( s>=0 && s=0 && s=0 && s=0 && StateIndex Node, const FString& InName) { NodeObjectNew::FNamedExtensionDataNode& Entry = ExtensionDataNodes.AddDefaulted_GetRef(); Entry.Node = Node; Entry.Name = InName; } }