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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]
49 lines
1.5 KiB
C++
49 lines
1.5 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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#include "GraphEditorActions.h"
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#include "ScopedTransaction.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_LocalToComponentSpace
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_LocalToComponentSpace::UAnimGraphNode_LocalToComponentSpace(const FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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FLinearColor UAnimGraphNode_LocalToComponentSpace::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_LocalToComponentSpace::GetTooltip() const
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{
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return LOCTEXT("AnimGraphNode_LocalToComponentSpace_Tooltip", "Convert Local Pose to Component Space Pose").ToString();
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}
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FText UAnimGraphNode_LocalToComponentSpace::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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return LOCTEXT("AnimGraphNode_LocalToComponentSpace_Title", "Local To Component");
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}
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FString UAnimGraphNode_LocalToComponentSpace::GetNodeCategory() const
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{
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return TEXT("Convert Spaces");
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}
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void UAnimGraphNode_LocalToComponentSpace::CreateOutputPins()
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{
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const UAnimationGraphSchema* Schema = GetDefault<UAnimationGraphSchema>();
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CreatePin(EGPD_Output, Schema->PC_Struct, TEXT(""), FComponentSpacePoseLink::StaticStruct(), /*bIsArray=*/ false, /*bIsReference=*/ false, TEXT("ComponentPose"));
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}
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void UAnimGraphNode_LocalToComponentSpace::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 |