// Copyright Epic Games, Inc. All Rights Reserved. #include "InterchangeSpecularProfileNode.h" #include "Nodes/InterchangeBaseNodeContainer.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(InterchangeSpecularProfileNode) FString UInterchangeSpecularProfileNode::MakeNodeUid(const FStringView& NodeName) { return FString(UInterchangeBaseNode::HierarchySeparator) + TEXT("SpecularProfile") + FString(UInterchangeBaseNode::HierarchySeparator) + NodeName; } UInterchangeSpecularProfileNode* UInterchangeSpecularProfileNode::Create(UInterchangeBaseNodeContainer* NodeContainer, const FStringView& NodeName) { check(NodeContainer); const FString SpecularProfileNodeUid = MakeNodeUid(NodeName); UInterchangeSpecularProfileNode* SpecularProfileNode = NewObject(NodeContainer); NodeContainer->SetupNode(SpecularProfileNode, SpecularProfileNodeUid, FString{ NodeName }, EInterchangeNodeContainerType::TranslatedAsset); return SpecularProfileNode; } FString UInterchangeSpecularProfileNode::GetTypeName() const { return TEXT("SpecularProfileNode"); } bool UInterchangeSpecularProfileNode::SetCustomFormat(uint8 AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(Format, uint8); } bool UInterchangeSpecularProfileNode::GetCustomFormat(uint8& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(Format, uint8); } bool UInterchangeSpecularProfileNode::GetCustomTexture(FString& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(Texture, FString) } bool UInterchangeSpecularProfileNode::SetCustomTexture(const FString& AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(Texture, FString) }