// Copyright Epic Games, Inc. All Rights Reserved. #include "PhysicsAssetGraph/PhysicsAssetGraphNode.h" #include "EdGraph/EdGraphPin.h" #include "PhysicsAssetGraph/PhysicsAssetGraph.h" #include "Templates/Casts.h" #include "UObject/UnrealNames.h" class UObject; UPhysicsAssetGraphNode::UPhysicsAssetGraphNode(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { InputPin = nullptr; OutputPin = nullptr; } void UPhysicsAssetGraphNode::SetupPhysicsAssetNode() { } UObject* UPhysicsAssetGraphNode::GetDetailsObject() { return nullptr; } UPhysicsAssetGraph* UPhysicsAssetGraphNode::GetPhysicsAssetGraph() const { return CastChecked(GetOuter()); } FText UPhysicsAssetGraphNode::GetNodeTitle(ENodeTitleType::Type TitleType) const { return NodeTitle; } void UPhysicsAssetGraphNode::AllocateDefaultPins() { InputPin = CreatePin(EEdGraphPinDirection::EGPD_Input, NAME_None, NAME_None, NAME_None); InputPin->bHidden = true; OutputPin = CreatePin(EEdGraphPinDirection::EGPD_Output, NAME_None, NAME_None, NAME_None); OutputPin->bHidden = true; } UEdGraphPin& UPhysicsAssetGraphNode::GetInputPin() const { return *InputPin; } UEdGraphPin& UPhysicsAssetGraphNode::GetOutputPin() const { return *OutputPin; }