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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]
57 lines
2.2 KiB
C++
57 lines
2.2 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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// UAnimationCustomTransitionSchema
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UAnimationCustomTransitionSchema::UAnimationCustomTransitionSchema(const class FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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void UAnimationCustomTransitionSchema::CreateDefaultNodesForGraph(UEdGraph& Graph) const
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{
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// Create the result node
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FGraphNodeCreator<UAnimGraphNode_CustomTransitionResult> ResultNodeCreator(Graph);
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UAnimGraphNode_CustomTransitionResult* ResultSinkNode = ResultNodeCreator.CreateNode();
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ResultSinkNode->NodePosX = 0;
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ResultSinkNode->NodePosY = 0;
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ResultNodeCreator.Finalize();
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UAnimationCustomTransitionGraph* TypedGraph = CastChecked<UAnimationCustomTransitionGraph>(&Graph);
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TypedGraph->MyResultNode = ResultSinkNode;
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// Create the source and destination input states
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{
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FGraphNodeCreator<UAnimGraphNode_TransitionPoseEvaluator> SourceNodeCreator(Graph);
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UAnimGraphNode_TransitionPoseEvaluator* SourcePoseNode = SourceNodeCreator.CreateNode();
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SourcePoseNode->Node.DataSource = EEvaluatorDataSource::EDS_SourcePose;
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SourcePoseNode->NodePosX = -300;
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SourcePoseNode->NodePosY = -150;
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SourceNodeCreator.Finalize();
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}
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{
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FGraphNodeCreator<UAnimGraphNode_TransitionPoseEvaluator> DestinationNodeCreator(Graph);
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UAnimGraphNode_TransitionPoseEvaluator* DestinationPoseNode = DestinationNodeCreator.CreateNode();
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DestinationPoseNode->Node.DataSource = EEvaluatorDataSource::EDS_DestinationPose;
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DestinationPoseNode->NodePosX = -300;
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DestinationPoseNode->NodePosY = 150;
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DestinationNodeCreator.Finalize();
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}
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}
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void UAnimationCustomTransitionSchema::GetGraphDisplayInformation(const UEdGraph& Graph, /*out*/ FGraphDisplayInfo& DisplayInfo) const
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{
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DisplayInfo.PlainName = FText::FromString( Graph.GetName() );
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if (const UAnimStateTransitionNode* TransNode = Cast<const UAnimStateTransitionNode>(Graph.GetOuter()))
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{
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DisplayInfo.PlainName = FText::Format( NSLOCTEXT("Animation", "CustomBlendGraphTitle", "{0} (custom blend)"), TransNode->GetNodeTitle(ENodeTitleType::FullTitle) );
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}
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DisplayInfo.DisplayName = DisplayInfo.PlainName;
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}
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