Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimStateNode.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

65 lines
1.9 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimStateNode.generated.h"
UENUM()
enum EAnimStateType
{
AST_SingleAnimation UMETA(DisplayName="Single animation"),
AST_BlendGraph UMETA(DisplayName="Blend graph"),
};
UCLASS(MinimalAPI)
class UAnimStateNode : public UAnimStateNodeBase
{
GENERATED_UCLASS_BODY()
public:
// The animation graph for this state
UPROPERTY()
class UEdGraph* BoundGraph;
// The type of the contents of this state
UPROPERTY()
TEnumAsByte<EAnimStateType> StateType;
UPROPERTY(EditAnywhere, Category=Events)
FAnimNotifyEvent StateEntered;
UPROPERTY(EditAnywhere, Category=Events)
FAnimNotifyEvent StateLeft;
UPROPERTY(EditAnywhere, Category=Events)
FAnimNotifyEvent StateFullyBlended;
// Begin UObject interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) OVERRIDE;
// End UObject interface
// Begin UEdGraphNode interface
virtual void AllocateDefaultPins() OVERRIDE;
virtual void AutowireNewNode(UEdGraphPin* FromPin) OVERRIDE;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
virtual FString GetTooltip() const OVERRIDE;
virtual bool CanDuplicateNode() const { return true; }
virtual void PostPasteNode() OVERRIDE;
virtual void PostPlacedNewNode() OVERRIDE;
virtual void DestroyNode() OVERRIDE;
// End UEdGraphNode interface
// Begin UAnimStateNodeBase interface
virtual UEdGraphPin* GetInputPin() const OVERRIDE;
virtual UEdGraphPin* GetOutputPin() const OVERRIDE;
virtual FString GetStateName() const OVERRIDE;
virtual void GetTransitionList(TArray<class UAnimStateTransitionNode*>& OutTransitions, bool bWantSortedList = false) OVERRIDE;
// End of UAnimStateNodeBase interface
// @return the pose pin of the state sink node within the anim graph of this state
ANIMGRAPH_API UEdGraphPin* GetPoseSinkPinInsideState() const;
public:
virtual UEdGraph* GetBoundGraph() const OVERRIDE { return BoundGraph; }
};