Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_Root.h
Michael Schoell 0a41fb741e #summary Can search for nodes in the palette menu in Blueprints with both the native name and the localized name.
#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]
2014-04-23 18:30:37 -04:00

32 lines
976 B
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_Root.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_Root : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_Root Node;
// Begin UEdGraphNode interface.
virtual FLinearColor GetNodeTitleColor() const OVERRIDE;
virtual FString GetTooltip() const OVERRIDE;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
virtual bool CanUserDeleteNode() const OVERRIDE { return false; }
virtual bool CanDuplicateNode() const OVERRIDE { return false; }
virtual void GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const OVERRIDE;
// End UEdGraphNode interface.
// UAnimGraphNode_Base interface
virtual bool IsSinkNode() const OVERRIDE;
// Get the link to the documentation
virtual FString GetDocumentationLink() const OVERRIDE;
// End of UAnimGraphNode_Base interface
};