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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:
committed by
Joe.Conley@epicgamesjapan.com
parent
eb69476c09
commit
b29edbc296
@@ -195,11 +195,12 @@ void FMainMenu::FillWindowMenu( FMenuBuilder& MenuBuilder, const TSharedRef< FEx
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bool bMessagingDebugger = GetDefault<UEditorExperimentalSettings>()->bMessagingDebugger;
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bool bBlutility = GetDefault<UEditorExperimentalSettings>()->bEnableEditorUtilityBlueprints;
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bool bLocalizationDashboard = GetDefault<UEditorExperimentalSettings>()->bEnableLocalizationDashboard;
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bool bTranslationPicker = GetDefault<UEditorExperimentalSettings>()->bEnableTranslationPicker;
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bool bTranslationEditor = GetDefault<UEditorExperimentalSettings>()->bEnableTranslationEditor;
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bool bMergeActors = GetDefault<UEditorExperimentalSettings>()->bActorMerging;
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// Make sure at least one is enabled before creating the section
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if (bMessagingDebugger || bBlutility || bLocalizationDashboard || bTranslationEditor || bMergeActors)
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if (bMessagingDebugger || bBlutility || bLocalizationDashboard || bTranslationEditor || bTranslationPicker || bMergeActors)
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{
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MenuBuilder.BeginSection("ExperimentalTabSpawners", LOCTEXT("ExperimentalTabSpawnersHeading", "Experimental"));
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{
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@@ -239,11 +240,21 @@ void FMainMenu::FillWindowMenu( FMenuBuilder& MenuBuilder, const TSharedRef< FEx
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// Translation Editor
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if (bTranslationEditor)
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{
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MenuBuilder.AddMenuEntry(
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LOCTEXT("TranslationEditorMenuDeprecated", "Please use Localization Dashboard"),
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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."),
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FSlateIcon(),
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FUIAction()
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);
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MenuBuilder.AddSubMenu(
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LOCTEXT("TranslationEditorSubMenuLabel", "Translation Editor"),
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LOCTEXT("EditorPreferencesSubMenuToolTip", "Open the Translation Editor for a Given Project and Language"),
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LOCTEXT("TranslationEditorSubMenuToolTip", "Open the Translation Editor for a Given Project and Language"),
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FNewMenuDelegate::CreateStatic(&FMainFrameTranslationEditorMenu::MakeMainFrameTranslationEditorSubMenu)
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);
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}
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if (bTranslationPicker)
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{
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MenuBuilder.AddMenuEntry(
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LOCTEXT("TranslationPickerMenuItem", "Translation Picker"),
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LOCTEXT("TranslationPickerMenuItemToolTip", "Launch the Translation Picker to Modify Editor Translations"),
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@@ -29,10 +29,15 @@ public:
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UPROPERTY(EditAnywhere, config, Category = Tools, meta = (DisplayName = "Localization Dashboard"))
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bool bEnableLocalizationDashboard;
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/** Allows usage of the Translation Editor */
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UPROPERTY(EditAnywhere, config, Category = Tools, meta = (DisplayName = "Translation Editor"))
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/** (DEPRECATED) Allows usage of the Translation Editor */
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DEPRECATED(4.8, "The Translation Editor menu will be removed. The Translation Editor is now accessed from the Localization Dashboard.")
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UPROPERTY(EditAnywhere, config, Category = Tools, meta = (DisplayName = "Translation Editor (Menu deprecated, please access from Localization Dashboard)"))
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bool bEnableTranslationEditor;
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/** Allows usage of the Translation Picker */
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UPROPERTY(EditAnywhere, config, Category = Tools, meta = (DisplayName = "Translation Picker"))
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bool bEnableTranslationPicker;
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/** The Blutility shelf holds editor utility Blueprints. Summon from the Workspace menu. */
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UPROPERTY(EditAnywhere, config, Category=Tools, meta=(DisplayName="Editor Utility Blueprints (Blutility)"))
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bool bEnableEditorUtilityBlueprints;
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