Files
UnrealEngineUWP/Engine/Source/Editor/EnvironmentQueryEditor/Classes/EnvironmentQueryGraphNode_Option.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

25 lines
840 B
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EnvironmentQueryGraphNode_Option.generated.h"
UCLASS()
class UEnvironmentQueryGraphNode_Option : public UEnvironmentQueryGraphNode
{
GENERATED_UCLASS_BODY()
UPROPERTY()
TArray<class UEnvironmentQueryGraphNode_Test*> Tests;
virtual void AllocateDefaultPins() OVERRIDE;
virtual void PostPlacedNewNode() OVERRIDE;
virtual void GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const OVERRIDE;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
virtual FText GetDescription() const OVERRIDE;
void AddSubNode(class UEnvironmentQueryGraphNode_Test* NodeTemplate, class UEdGraph* ParentGraph);
void CreateAddTestSubMenu(class FMenuBuilder& MenuBuilder, UEdGraph* Graph) const;
void CalculateWeights();
};