change summary:
- added new UEdGraphNode::IsCompilerRelevant() and UEdGraphNode::GetPassThroughPin() APIs
- added a UK2Node::GetPassThroughPin() override to return the opposing exec pin on any given exec pin, else NULL, as base node logic
- added a UK2Node_Knot::IsCompilerRelevant() override to always return false for reroute nodes (since they are always precompiled out)
- added a UK2Node_Knot::GetPassThroughPin() override to always return the opposing pin given either the input or output pin, else NULL
- added new FBlueprintEditorUtils::GetCompilerRelevantNodes() and FBlueprintEditorUtils::FindFirstCompilerRelevantNodes() utility methods
- modified UAnimGraphNode_Base::GetLinkIDLocation() to look for the first linked "compiler-relevant" node rather than the literal first linked node
#codereview Michael.Noland
[CL 2508464 by Phillip Kavan in Main branch]
- added customizeProperty option for anim node properties, so that you can customize
- slot node is customized so that you can add slot/group name as well as you can go to manage section
- skeleton now stores list of slot/group names available
#code reivew: Laurent.Delayen, Michael.Noland
[CL 2075622 by Lina Halper in Main branch]
#ttp 327253 - ANIM: DEV: Create a nice workflow for editing animation overrides in derived anim blueprints
#branch UE4
[CL 2060901 by Benn Gallagher in Main branch]
#add Added UEdGraphNode::GetNodeNativeTitle to return a native title for a node.
#add Added UEdGraphNode::GetNodeSearchTitle to return the native and localized title for a node, together, for searching.
#add Can hold "alt" over a node (in the graph panel, or the palette) to see the native name of the node.
#ttp 331252 - Blueprints: Editor: L10N: Blueprints need to consistently show localized node names and when searching need to search both the localized name and the native name
#codereview justin.sargent
[CL 2044506 by Michael Schoell in Main branch]