Combo Action Graph is basically finished. The hard part, anyway.
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@@ -4,6 +4,7 @@
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#include "CoreMinimal.h"
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#include "ComboInputAssets.h"
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#include "Ed/EdComboActionGraphNode.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "Nodes/ComboActionGraphNode.h"
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@@ -26,7 +27,10 @@ public:
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#if WITH_EDITOR
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static FText GetNodeTitle(UComboActionGraphNode *Node)
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{
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if (!Node) return FText::FromString("Invalid Node");
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if (!Node)
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{
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return FText::FromString("Invalid Node");
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}
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const UComboActionGraphEditorSettings *Settings = GetDefault<UComboActionGraphEditorSettings>();
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if (Settings)
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@@ -35,12 +39,9 @@ public:
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{
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if (const UComboActionGraphNode_ActionNodeBase *DialogueNodeBase = Cast<UComboActionGraphNode_ActionNodeBase>(Node))
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{
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if (DialogueNodeBase->GetDataTable())
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if (const UComboInputAsset *ComboInput = DialogueNodeBase->GetComboInput())
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{
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FString ReturnString;
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DialogueNodeBase->GetRowName().ToString(ReturnString);
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return FText::FromString(ReturnString);
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return FText::FromString(ComboInput->GetName());
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}
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}
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