Combo Action Graph is basically finished. The hard part, anyway.

This commit is contained in:
Jamie Greunbaum
2023-10-01 14:07:52 -04:00
parent af2b70227d
commit 3d14af4625
16 changed files with 583 additions and 1516 deletions
@@ -4,6 +4,7 @@
#include "CoreMinimal.h"
#include "ComboInputAssets.h"
#include "Ed/EdComboActionGraphNode.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Nodes/ComboActionGraphNode.h"
@@ -26,7 +27,10 @@ public:
#if WITH_EDITOR
static FText GetNodeTitle(UComboActionGraphNode *Node)
{
if (!Node) return FText::FromString("Invalid Node");
if (!Node)
{
return FText::FromString("Invalid Node");
}
const UComboActionGraphEditorSettings *Settings = GetDefault<UComboActionGraphEditorSettings>();
if (Settings)
@@ -35,12 +39,9 @@ public:
{
if (const UComboActionGraphNode_ActionNodeBase *DialogueNodeBase = Cast<UComboActionGraphNode_ActionNodeBase>(Node))
{
if (DialogueNodeBase->GetDataTable())
if (const UComboInputAsset *ComboInput = DialogueNodeBase->GetComboInput())
{
FString ReturnString;
DialogueNodeBase->GetRowName().ToString(ReturnString);
return FText::FromString(ReturnString);
return FText::FromString(ComboInput->GetName());
}
}