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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]
66 lines
1.6 KiB
C++
66 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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#include "GraphEditorActions.h"
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#include "ScopedTransaction.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_Slot
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_Slot::UAnimGraphNode_Slot(const FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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FLinearColor UAnimGraphNode_Slot::GetNodeTitleColor() const
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{
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return FLinearColor(0.7f, 0.7f, 0.7f);
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}
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FString UAnimGraphNode_Slot::GetTooltip() const
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{
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return TEXT("Plays animation from code using AnimMontage");
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}
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FText UAnimGraphNode_Slot::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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const FText SlotName = (Node.SlotName != NAME_None) ? FText::FromName(Node.SlotName) : LOCTEXT("NoSlotName", "(No slot name)");
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FFormatNamedArguments Args;
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Args.Add(TEXT("SlotName"), SlotName);
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if (TitleType == ENodeTitleType::ListView)
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{
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return FText::Format(LOCTEXT("SlotNodeListTitle", "Slot '{SlotName}'"), Args);
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}
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else
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{
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return FText::Format(LOCTEXT("SlotNodeTitle", "{SlotName}\nSlot"), Args);
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}
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}
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FString UAnimGraphNode_Slot::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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const FString SlotName = (Node.SlotName != NAME_None) ? Node.SlotName.ToString() : TEXT("(No slot name)");
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if (TitleType == ENodeTitleType::ListView)
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{
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return FString::Printf(TEXT("Slot '%s'"), *SlotName);
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}
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else
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{
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return FString::Printf(TEXT("%s\nSlot"), *SlotName);
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}
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}
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FString UAnimGraphNode_Slot::GetNodeCategory() const
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{
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return TEXT("Blends");
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}
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#undef LOCTEXT_NAMESPACE
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