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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]
37 lines
1.2 KiB
C++
37 lines
1.2 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SoundClassGraphNode.generated.h"
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UCLASS(MinimalAPI)
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class USoundClassGraphNode : public UEdGraphNode
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{
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GENERATED_UCLASS_BODY()
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/** The SoundNode this represents */
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UPROPERTY(VisibleAnywhere, instanced, Category=Sound)
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USoundClass* SoundClass;
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/** Get the Pin that connects to all children */
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UEdGraphPin* GetChildPin() const { return ChildPin; }
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/** Get the Pin that connects to its parent */
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UEdGraphPin* GetParentPin() const { return ParentPin; }
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/** Check whether the children of this node match the SoundClass it is representing */
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bool CheckRepresentsSoundClass();
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// Begin UEdGraphNode interface.
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virtual FLinearColor GetNodeTitleColor() const OVERRIDE;
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virtual void AllocateDefaultPins() OVERRIDE;
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virtual void AutowireNewNode(UEdGraphPin* FromPin) OVERRIDE;
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virtual bool CanCreateUnderSpecifiedSchema(const UEdGraphSchema* Schema) const OVERRIDE;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
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virtual bool CanUserDeleteNode() const OVERRIDE;
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// End UEdGraphNode interface.
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private:
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/** Pin that connects to all children */
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UEdGraphPin* ChildPin;
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/** Pin that connects to its parent */
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UEdGraphPin* ParentPin;
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};
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