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Cached node titles can now be forced to refresh without iteration over every node.
This will occur with every structural modification to any BP, node titles refresh only when visible. [CL 2499923 by Michael Schoell in Main branch]
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committed by
mschoell@phosphorgames.com
parent
0de65e95bd
commit
75200e5a0d
@@ -31,7 +31,7 @@ FText UAnimGraphNode_SpringBone::GetNodeTitle(ENodeTitleType::Type TitleType) co
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}
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// @TODO: the bone can be altered in the property editor, so we have to
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// choose to mark this dirty when that happens for this to properly work
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else //if(!CachedNodeTitles.IsTitleCached(TitleType))
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else //if(!CachedNodeTitles.IsTitleCached(TitleType, this))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("ControllerDescription"), GetControllerDescription());
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@@ -40,11 +40,11 @@ FText UAnimGraphNode_SpringBone::GetNodeTitle(ENodeTitleType::Type TitleType) co
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// FText::Format() is slow, so we cache this to save on performance
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if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
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{
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CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_SpringBone_ListTitle", "{ControllerDescription} - Bone: {BoneName}"), Args));
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CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_SpringBone_ListTitle", "{ControllerDescription} - Bone: {BoneName}"), Args), this);
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}
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else
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{
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CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_SpringBone_Title", "{ControllerDescription}\nBone: {BoneName}"), Args));
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CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_SpringBone_Title", "{ControllerDescription}\nBone: {BoneName}"), Args), this);
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}
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}
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