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