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

47 lines
1.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_ModifyBone
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_ModifyBone::UAnimGraphNode_ModifyBone(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FText UAnimGraphNode_ModifyBone::GetControllerDescription() const
{
return LOCTEXT("TransformModifyBone", "Transform (Modify) Bone");
}
FString UAnimGraphNode_ModifyBone::GetKeywords() const
{
return TEXT("Modify, Transform");
}
FString UAnimGraphNode_ModifyBone::GetTooltip() const
{
return LOCTEXT("AnimGraphNode_ModifyBone_Tooltip", "The Transform Bone node alters the transform - i.e. Translation, Rotation, or Scale - of the bone").ToString();
}
FText UAnimGraphNode_ModifyBone::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FFormatNamedArguments Args;
Args.Add(TEXT("ControllerDescription"), GetControllerDescription());
Args.Add(TEXT("BoneName"), FText::FromName(Node.BoneToModify.BoneName));
if(TitleType == ENodeTitleType::ListView)
{
return FText::Format(LOCTEXT("AnimGraphNode_ModifyBone_Title", "{ControllerDescription} - Bone: {BoneName}"), Args);
}
else
{
return FText::Format(LOCTEXT("AnimGraphNode_ModifyBone_Title", "{ControllerDescription}\nBone: {BoneName}"), Args);
}
}
#undef LOCTEXT_NAMESPACE