// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ConnectionDrawingPolicy.h" class FPhysicsAssetConnectionDrawingPolicy : public FConnectionDrawingPolicy { public: FPhysicsAssetConnectionDrawingPolicy(int32 InBackLayerID, int32 InFrontLayerID, float InZoomFactor, const FSlateRect& InClippingRect, FSlateWindowElementList& InDrawElements) : FConnectionDrawingPolicy(InBackLayerID, InFrontLayerID, InZoomFactor, InClippingRect, InDrawElements) { // We don't draw arrows here ArrowImage = nullptr; ArrowRadius = FVector2f::ZeroVector; } virtual FVector2f ComputeSplineTangent(const FVector2f& Start, const FVector2f& End) const override { const int32 Tension = FMath::Abs(Start.X - End.X); return Tension * FVector2f(1.0f, 0.0f); } };