// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimGraphSettings.h" #include "BlueprintActionDatabase.h" #define LOCTEXT_NAMESPACE "AnimGraphSettings" FName UAnimGraphSettings::GetContainerName() const { return TEXT("Editor"); } FName UAnimGraphSettings::GetCategoryName() const { return TEXT("ContentEditors"); } #if WITH_EDITOR FText UAnimGraphSettings::GetSectionText() const { return LOCTEXT("SectionText", "Anim Graph"); } FText UAnimGraphSettings::GetSectionDescription() const { return LOCTEXT("SectionDescription", "Anim Graph Settings"); } #endif // WITH_EDITOR void UAnimGraphSettings::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { const FName PropertyName = (PropertyChangedEvent.Property ? PropertyChangedEvent.Property->GetFName() : NAME_None); if (PropertyName == GET_MEMBER_NAME_STRING_CHECKED(UAnimGraphSettings, bShowInstancedEnumBlendAnimNodeBlueprintActions)) { FBlueprintActionDatabase::Get().RefreshAll(); } Super::PostEditChangeProperty(PropertyChangedEvent); } #undef LOCTEXT_NAMESPACE