Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimationConduitGraphSchema.cpp
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

38 lines
1.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
/////////////////////////////////////////////////////
// UAnimationConduitGraphSchema
UAnimationConduitGraphSchema::UAnimationConduitGraphSchema(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
void UAnimationConduitGraphSchema::CreateDefaultNodesForGraph(UEdGraph& Graph) const
{
FGraphNodeCreator<UAnimGraphNode_TransitionResult> NodeCreator(Graph);
UAnimGraphNode_TransitionResult* ResultSinkNode = NodeCreator.CreateNode();
UAnimationTransitionGraph* TypedGraph = CastChecked<UAnimationTransitionGraph>(&Graph);
TypedGraph->MyResultNode = ResultSinkNode;
NodeCreator.Finalize();
}
void UAnimationConduitGraphSchema::GetGraphDisplayInformation(const UEdGraph& Graph, /*out*/ FGraphDisplayInfo& DisplayInfo) const
{
DisplayInfo.PlainName = FText::FromString( Graph.GetName() );
if (const UAnimStateConduitNode* ConduitNode = Cast<const UAnimStateConduitNode>(Graph.GetOuter()))
{
FFormatNamedArguments Args;
Args.Add(TEXT("NodeTitle"), ConduitNode->GetNodeTitle(ENodeTitleType::FullTitle) );
DisplayInfo.PlainName = FText::Format( NSLOCTEXT("Animation", "ConduitRuleGraphTitle", "{NodeTitle} (conduit rule)"), Args);
}
DisplayInfo.DisplayName = DisplayInfo.PlainName;
}