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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
1.3 KiB
C++
49 lines
1.3 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "EnvironmentQueryGraphNode.generated.h"
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UCLASS()
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class UEnvironmentQueryGraphNode : public UEdGraphNode
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY()
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UObject* NodeInstance;
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/** subnode index assigned during copy operation to connect nodes again on paste */
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UPROPERTY()
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int32 CopySubNodeIndex;
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/** Get the BT graph that owns this node */
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virtual class UEnvironmentQueryGraph* GetEnvironmentQueryGraph();
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virtual void AutowireNewNode(UEdGraphPin* FromPin) OVERRIDE;
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virtual void PostEditImport() OVERRIDE;
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virtual void PrepareForCopying() OVERRIDE;
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virtual void PostCopyNode();
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// @return the input pin for this state
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virtual UEdGraphPin* GetInputPin(int32 InputIndex=0) const;
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// @return the output pin for this state
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virtual UEdGraphPin* GetOutputPin(int32 InputIndex=0) const;
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//
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virtual UEdGraph* GetBoundGraph() const { return NULL; }
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
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virtual FText GetDescription() const;
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virtual void NodeConnectionListChanged() OVERRIDE;
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virtual bool CanCreateUnderSpecifiedSchema(const UEdGraphSchema* DesiredSchema) const OVERRIDE;
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virtual bool IsSubNode() const { return false; }
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UClass* EnvQueryNodeClass;
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protected:
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void ResetNodeOwner();
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};
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