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

30 lines
943 B
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_CustomTransitionResult
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_CustomTransitionResult::UAnimGraphNode_CustomTransitionResult(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FLinearColor UAnimGraphNode_CustomTransitionResult::GetNodeTitleColor() const
{
return GEditor->AccessEditorUserSettings().ResultNodeTitleColor;
}
FString UAnimGraphNode_CustomTransitionResult::GetTooltip() const
{
return LOCTEXT("AnimGraphNode_CustomTransitionResult_Tooltip", "Result node for a custom transition blend graph").ToString();
}
FText UAnimGraphNode_CustomTransitionResult::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("AnimGraphNode_CustomTransitionResult_Title", "Custom Transition Blend Result");
}
#undef LOCTEXT_NAMESPACE