Files
UnrealEngineUWP/Engine/Source/Editor/EnvironmentQueryEditor/Classes/EnvironmentQueryGraphNode.h
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

49 lines
1.3 KiB
C++

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