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#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]
41 lines
1.6 KiB
C++
41 lines
1.6 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_CopyBoneSkeletalControl
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_CopyBone::UAnimGraphNode_CopyBone(const FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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FText UAnimGraphNode_CopyBone::GetControllerDescription() const
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{
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return LOCTEXT("CopyBone", "Copy Bone");
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}
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FString UAnimGraphNode_CopyBone::GetTooltip() const
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{
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return LOCTEXT("AnimGraphNode_CopyBone_Tooltip", "The Copy Bone control copies the Transform data or any component of it - i.e. Translation, Rotation, or Scale - from one bone to another.").ToString();
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}
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FText UAnimGraphNode_CopyBone::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("ControllerDescription"), GetControllerDescription());
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Args.Add(TEXT("SourceBoneName"), FText::FromName(Node.SourceBone.BoneName));
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Args.Add(TEXT("TargetBoneName"), FText::FromName(Node.TargetBone.BoneName));
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return FText::Format(LOCTEXT("AnimGraphNode_CopyBone_Title", "{ControllerDescription}\nSource Bone: {SourceBoneName}\nTarget Bone: {TargetBoneName}"), Args);
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}
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FString UAnimGraphNode_CopyBone::GetNodeNativeTitle(ENodeTitleType::Type TitleType) const
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{
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// Do not setup this function for localization, intentionally left unlocalized!
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return FString::Printf(TEXT("%s\nSource Bone: %s\nTarget Bone: %s"), *GetControllerDescription().ToString(), *Node.SourceBone.BoneName.ToString(), *Node.TargetBone.BoneName.ToString());
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}
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#undef LOCTEXT_NAMESPACE
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