// Copyright Epic Games, Inc. All Rights Reserved. #include "SceneStateTransitionOptionalPinManager.h" #include "Kismet2/BlueprintEditorUtils.h" #include "SceneStateTransitionGraphSchema.h" namespace UE::SceneState::Graph { void FTransitionOptionalPinManager::PostInitNewPin(UEdGraphPin* InPin , FOptionalPinFromProperty& InRecord , int32 InArrayIndex , FProperty* InProperty , uint8* InPropertyAddress , uint8* InDefaultPropertyAddress) const { check(InPropertyAddress); const USceneStateTransitionGraphSchema* Schema = GetDefault(); check(Schema); // Initial construction of a visible pin; copy values from the struct FString StringValue; FBlueprintEditorUtils::PropertyValueToString_Direct(InProperty, InPropertyAddress, StringValue); Schema->SetPinDefaultValueAtConstruction(InPin, StringValue); } } // UE::SceneState::Graph