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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]
38 lines
1.3 KiB
C++
38 lines
1.3 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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// UAnimationConduitGraphSchema
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UAnimationConduitGraphSchema::UAnimationConduitGraphSchema(const class FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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void UAnimationConduitGraphSchema::CreateDefaultNodesForGraph(UEdGraph& Graph) const
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{
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FGraphNodeCreator<UAnimGraphNode_TransitionResult> NodeCreator(Graph);
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UAnimGraphNode_TransitionResult* ResultSinkNode = NodeCreator.CreateNode();
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UAnimationTransitionGraph* TypedGraph = CastChecked<UAnimationTransitionGraph>(&Graph);
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TypedGraph->MyResultNode = ResultSinkNode;
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NodeCreator.Finalize();
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}
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void UAnimationConduitGraphSchema::GetGraphDisplayInformation(const UEdGraph& Graph, /*out*/ FGraphDisplayInfo& DisplayInfo) const
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{
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DisplayInfo.PlainName = FText::FromString( Graph.GetName() );
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if (const UAnimStateConduitNode* ConduitNode = Cast<const UAnimStateConduitNode>(Graph.GetOuter()))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("NodeTitle"), ConduitNode->GetNodeTitle(ENodeTitleType::FullTitle) );
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DisplayInfo.PlainName = FText::Format( NSLOCTEXT("Animation", "ConduitRuleGraphTitle", "{NodeTitle} (conduit rule)"), Args);
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}
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DisplayInfo.DisplayName = DisplayInfo.PlainName;
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}
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