// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_SceneStateHasEvent.h" #include "KismetCompiler.h" #include "SceneStateEventLibrary.h" #define LOCTEXT_NAMESPACE "K2Node_SceneStateHasEvent" UK2Node_SceneStateHasEvent::UK2Node_SceneStateHasEvent() { // This only returns a boolean, no Event Data pins provided bHasEventData = false; } FText UK2Node_SceneStateHasEvent::GetNodeTitle(ENodeTitleType::Type InTitleType) const { if (InTitleType == ENodeTitleType::MenuTitle) { return LOCTEXT("NodeMenuTitle", "Has Event"); } return FText::Format(LOCTEXT("NodeTitle", "Has Event: {0}"), GetSchemaDisplayNameText()); } void UK2Node_SceneStateHasEvent::ExpandNode(FKismetCompilerContext& InCompilerContext, UEdGraph* InSourceGraph) { Super::ExpandNode(InCompilerContext, InSourceGraph); if (!EventSchemaHandle.GetEventSchema()) { InCompilerContext.MessageLog.Error(*LOCTEXT("EventSchemaError", "ICE: No Event Schema specified @@").ToString(), this); BreakAllNodeLinks(); return; } SpawnFindEventNode(GET_FUNCTION_NAME_CHECKED(USceneStateEventLibrary, HasEvent), InCompilerContext, InSourceGraph); BreakAllNodeLinks(); } #undef LOCTEXT_NAMESPACE