UE-3133 - "Binary: Translation Editor: Missing menu items when enabled"

Deprecating Translation Editor menu, use Localization Dashboard instead.
New experimental setting for enabling just the translation picker.

[CL 2545053 by Joe Conley in Main branch]
This commit is contained in:
Joe Conley
2015-05-11 03:05:23 -04:00
committed by Joe.Conley@epicgamesjapan.com
parent eb69476c09
commit b29edbc296
2 changed files with 20 additions and 4 deletions

View File

@@ -195,11 +195,12 @@ void FMainMenu::FillWindowMenu( FMenuBuilder& MenuBuilder, const TSharedRef< FEx
bool bMessagingDebugger = GetDefault<UEditorExperimentalSettings>()->bMessagingDebugger;
bool bBlutility = GetDefault<UEditorExperimentalSettings>()->bEnableEditorUtilityBlueprints;
bool bLocalizationDashboard = GetDefault<UEditorExperimentalSettings>()->bEnableLocalizationDashboard;
bool bTranslationPicker = GetDefault<UEditorExperimentalSettings>()->bEnableTranslationPicker;
bool bTranslationEditor = GetDefault<UEditorExperimentalSettings>()->bEnableTranslationEditor;
bool bMergeActors = GetDefault<UEditorExperimentalSettings>()->bActorMerging;
// Make sure at least one is enabled before creating the section
if (bMessagingDebugger || bBlutility || bLocalizationDashboard || bTranslationEditor || bMergeActors)
if (bMessagingDebugger || bBlutility || bLocalizationDashboard || bTranslationEditor || bTranslationPicker || bMergeActors)
{
MenuBuilder.BeginSection("ExperimentalTabSpawners", LOCTEXT("ExperimentalTabSpawnersHeading", "Experimental"));
{
@@ -239,11 +240,21 @@ void FMainMenu::FillWindowMenu( FMenuBuilder& MenuBuilder, const TSharedRef< FEx
// Translation Editor
if (bTranslationEditor)
{
MenuBuilder.AddMenuEntry(
LOCTEXT("TranslationEditorMenuDeprecated", "Please use Localization Dashboard"),
LOCTEXT("TranslationEditorMenuDeprecatedToolTip", "The Translation Editor is now accessible from the Localization Dashboard (experimental). \nPlease access it from there, as the Translation Editor menu below will be removed in a future update."),
FSlateIcon(),
FUIAction()
);
MenuBuilder.AddSubMenu(
LOCTEXT("TranslationEditorSubMenuLabel", "Translation Editor"),
LOCTEXT("EditorPreferencesSubMenuToolTip", "Open the Translation Editor for a Given Project and Language"),
LOCTEXT("TranslationEditorSubMenuToolTip", "Open the Translation Editor for a Given Project and Language"),
FNewMenuDelegate::CreateStatic(&FMainFrameTranslationEditorMenu::MakeMainFrameTranslationEditorSubMenu)
);
}
if (bTranslationPicker)
{
MenuBuilder.AddMenuEntry(
LOCTEXT("TranslationPickerMenuItem", "Translation Picker"),
LOCTEXT("TranslationPickerMenuItemToolTip", "Launch the Translation Picker to Modify Editor Translations"),

View File

@@ -29,10 +29,15 @@ public:
UPROPERTY(EditAnywhere, config, Category = Tools, meta = (DisplayName = "Localization Dashboard"))
bool bEnableLocalizationDashboard;
/** Allows usage of the Translation Editor */
UPROPERTY(EditAnywhere, config, Category = Tools, meta = (DisplayName = "Translation Editor"))
/** (DEPRECATED) Allows usage of the Translation Editor */
DEPRECATED(4.8, "The Translation Editor menu will be removed. The Translation Editor is now accessed from the Localization Dashboard.")
UPROPERTY(EditAnywhere, config, Category = Tools, meta = (DisplayName = "Translation Editor (Menu deprecated, please access from Localization Dashboard)"))
bool bEnableTranslationEditor;
/** Allows usage of the Translation Picker */
UPROPERTY(EditAnywhere, config, Category = Tools, meta = (DisplayName = "Translation Picker"))
bool bEnableTranslationPicker;
/** The Blutility shelf holds editor utility Blueprints. Summon from the Workspace menu. */
UPROPERTY(EditAnywhere, config, Category=Tools, meta=(DisplayName="Editor Utility Blueprints (Blutility)"))
bool bEnableEditorUtilityBlueprints;