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Working !
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163dda96b8
commit
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3 changed files with 7 additions and 7 deletions
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@ -23,7 +23,7 @@ FText UAnimGraphNode_FullMirror::GetTooltipText() const
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FText UAnimGraphNode_FullMirror::GetNodeTitle(ENodeTitleType::Type TitleType) const
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FText UAnimGraphNode_FullMirror::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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{
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return LOCTEXT("Mirror_Pose", "Mirror Pose");
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return LOCTEXT("FullMirror_Pose", "Full Mirror Pose");
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}
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}
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FString UAnimGraphNode_FullMirror::GetNodeCategory() const
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FString UAnimGraphNode_FullMirror::GetNodeCategory() const
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@ -18,12 +18,12 @@ FLinearColor UAnimGraphNode_FullMirrorCS::GetNodeTitleColor() const
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FText UAnimGraphNode_FullMirrorCS::GetControllerDescription() const
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FText UAnimGraphNode_FullMirrorCS::GetControllerDescription() const
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{
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{
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return LOCTEXT("AnimGraphNode_MirrorCS", "Mirror Pose CS");
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return LOCTEXT("AnimGraphNode_FullMirrorCS", "Full Mirror Pose CS");
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}
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}
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FText UAnimGraphNode_FullMirrorCS::GetTooltipText() const
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FText UAnimGraphNode_FullMirrorCS::GetTooltipText() const
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{
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{
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return LOCTEXT("AnimGraphNode_MirrorCS_Tooltip", "Mirror the pose in Component Space.");
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return LOCTEXT("AnimGraphNode_FullMirrorCS_Tooltip", "Full Mirror the pose in Component Space.");
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}
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}
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FText UAnimGraphNode_FullMirrorCS::GetNodeTitle(ENodeTitleType::Type TitleType) const
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FText UAnimGraphNode_FullMirrorCS::GetNodeTitle(ENodeTitleType::Type TitleType) const
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@ -35,7 +35,7 @@ FText UAnimGraphNode_FullMirrorCS::GetNodeTitle(ENodeTitleType::Type TitleType)
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}
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}
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else
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else
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{
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{
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NodeTitle = FText(LOCTEXT("AnimGraphNode_MirrorCS_Title", "Mirror Pose CS"));
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NodeTitle = FText(LOCTEXT("AnimGraphNode_FullMirrorCS_Title", "Full Mirror Pose CS"));
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}
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}
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return NodeTitle;
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return NodeTitle;
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}
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}
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@ -195,11 +195,11 @@ public:
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for (auto AssetIt = SelectedAssets.CreateConstIterator(); AssetIt; ++AssetIt)
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for (auto AssetIt = SelectedAssets.CreateConstIterator(); AssetIt; ++AssetIt)
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{
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{
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const FAssetData& Asset = *AssetIt;
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const FAssetData& Asset = *AssetIt;
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bShowButton = bShowButton || (Asset.AssetClass == UAnimSequence::StaticClass()->GetFName()) || (Asset.AssetClass == USkeleton::StaticClass()->GetFName());
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bShowButton = bShowButton || (Asset.AssetClassPath == UAnimSequence::StaticClass()->GetClassPathName()) || (Asset.AssetClassPath == USkeleton::StaticClass()->GetClassPathName());
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bIsSkeletonAsset = (Asset.AssetClass == USkeleton::StaticClass()->GetFName());
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bIsSkeletonAsset = (Asset.AssetClassPath == USkeleton::StaticClass()->GetClassPathName());
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}
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}
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if (bShowButton)
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if (bShowButton) //@TODO: This should be true !!
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{
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{
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if (bIsSkeletonAsset)
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if (bIsSkeletonAsset)
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{
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{
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