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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]
44 lines
1.4 KiB
C++
44 lines
1.4 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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#include "BlueprintUtilities.h"
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#include "GraphEditorActions.h"
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#include "ScopedTransaction.h"
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#include "AssetData.h"
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#define LOCTEXT_NAMESPACE "AnimationStateGraphSchema"
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/////////////////////////////////////////////////////
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// UAnimationStateGraphSchema
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UAnimationStateGraphSchema::UAnimationStateGraphSchema(const class FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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void UAnimationStateGraphSchema::CreateDefaultNodesForGraph(UEdGraph& Graph) const
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{
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// Create the result Create
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FGraphNodeCreator<UAnimGraphNode_StateResult> NodeCreator(Graph);
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UAnimGraphNode_StateResult* ResultSinkNode = NodeCreator.CreateNode();
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NodeCreator.Finalize();
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UAnimationStateGraph* TypedGraph = CastChecked<UAnimationStateGraph>(&Graph);
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TypedGraph->MyResultNode = ResultSinkNode;
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}
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void UAnimationStateGraphSchema::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 UAnimStateNode* StateNode = Cast<const UAnimStateNode>(Graph.GetOuter()))
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{
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DisplayInfo.PlainName = FText::Format( LOCTEXT("StateNameGraphTitle", "{0} (state)"), FText::FromString( StateNode->GetStateName() ) );
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}
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DisplayInfo.DisplayName = DisplayInfo.PlainName;
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}
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#undef LOCTEXT_NAMESPACE
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