Files
UnrealEngine/Engine/Plugins/Experimental/SceneState/Source/SceneStateTransitionGraph/Private/SceneStateTransitionOptionalPinManager.cpp
2025-05-18 13:04:45 +08:00

29 lines
881 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SceneStateTransitionOptionalPinManager.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "SceneStateTransitionGraphSchema.h"
namespace UE::SceneState::Graph
{
void FTransitionOptionalPinManager::PostInitNewPin(UEdGraphPin* InPin
, FOptionalPinFromProperty& InRecord
, int32 InArrayIndex
, FProperty* InProperty
, uint8* InPropertyAddress
, uint8* InDefaultPropertyAddress) const
{
check(InPropertyAddress);
const USceneStateTransitionGraphSchema* Schema = GetDefault<USceneStateTransitionGraphSchema>();
check(Schema);
// Initial construction of a visible pin; copy values from the struct
FString StringValue;
FBlueprintEditorUtils::PropertyValueToString_Direct(InProperty, InPropertyAddress, StringValue);
Schema->SetPinDefaultValueAtConstruction(InPin, StringValue);
}
} // UE::SceneState::Graph