// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimGraphNode_RandomPlayer.h" #include "EditorCategoryUtils.h" #include "Animation/AnimAttributes.h" #include "Animation/AnimRootMotionProvider.h" #define LOCTEXT_NAMESPACE "AnimGraphNode_RandomPlayer" FLinearColor UAnimGraphNode_RandomPlayer::GetNodeTitleColor() const { return FLinearColor(0.10f, 0.60f, 0.12f); } FText UAnimGraphNode_RandomPlayer::GetTooltipText() const { return LOCTEXT("NodeToolTip", "Plays sequences picked from a provided list in random orders."); } FText UAnimGraphNode_RandomPlayer::GetNodeTitle(ENodeTitleType::Type TitleType) const { return LOCTEXT("NodeTitle", "Random Sequence Player"); } FText UAnimGraphNode_RandomPlayer::GetMenuCategory() const { return LOCTEXT("NodeCategory", "Animation|Sequences"); } void UAnimGraphNode_RandomPlayer::GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const { OutAttributes.Add(UE::Anim::FAttributes::Curves); OutAttributes.Add(UE::Anim::FAttributes::Attributes); if (UE::Anim::IAnimRootMotionProvider::Get()) { OutAttributes.Add(UE::Anim::IAnimRootMotionProvider::AttributeName); } } void UAnimGraphNode_RandomPlayer::PreloadRequiredAssets() { for (const FRandomPlayerSequenceEntry& Entry : Node.Entries) { PreloadObject(Entry.Sequence); } Super::PreloadRequiredAssets(); } #undef LOCTEXT_NAMESPACE