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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
1.1 KiB
C++
41 lines
1.1 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_ComponentToLocalSpace
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_ComponentToLocalSpace::UAnimGraphNode_ComponentToLocalSpace(const FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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FLinearColor UAnimGraphNode_ComponentToLocalSpace::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_ComponentToLocalSpace::GetTooltip() const
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{
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return LOCTEXT("AnimGraphNode_ComponentToLocalSpace_Tooltip", "Convert Component Space Pose to Local Pose").ToString();
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}
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FText UAnimGraphNode_ComponentToLocalSpace::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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return LOCTEXT("AnimGraphNode_ComponentToLocalSpace_Title", "Component To Local");
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}
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FString UAnimGraphNode_ComponentToLocalSpace::GetNodeCategory() const
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{
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return TEXT("Convert Spaces");
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}
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void UAnimGraphNode_ComponentToLocalSpace::PostProcessPinName(const UEdGraphPin* Pin, FString& DisplayName) const
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{
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DisplayName = TEXT("");
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}
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#undef LOCTEXT_NAMESPACE
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