Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_ApplyAdditive.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

40 lines
1.0 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_ApplyAdditive
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_ApplyAdditive::UAnimGraphNode_ApplyAdditive(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FLinearColor UAnimGraphNode_ApplyAdditive::GetNodeTitleColor() const
{
return FLinearColor(0.75f, 0.75f, 0.75f);
}
FString UAnimGraphNode_ApplyAdditive::GetTooltip() const
{
return LOCTEXT("AnimGraphNode_ApplyAdditive_Tooltip", "Apply additive animation to normal pose").ToString();
}
FText UAnimGraphNode_ApplyAdditive::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("AnimGraphNode_ApplyAdditive_Title", "Apply Additive");
}
FString UAnimGraphNode_ApplyAdditive::GetNodeCategory() const
{
return TEXT("Blends");
//@TODO: TEXT("Apply additive to normal pose"), TEXT("Apply additive pose"));
}
#undef LOCTEXT_NAMESPACE