Files
UnrealEngineUWP/Engine/Source/Editor/ReferenceViewer/Classes/EdGraphNode_Reference.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
1.4 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AssetData.h"
#include "EdGraphNode_Reference.generated.h"
UCLASS()
class UEdGraphNode_Reference : public UEdGraphNode
{
GENERATED_UCLASS_BODY()
virtual void SetupReferenceNode(const FIntPoint& NodeLoc, const TArray<FName>& NewPackageNames, const FAssetData& InAssetData);
virtual void SetReferenceNodeCollapsed(const FIntPoint& NodeLoc, int32 InNumReferencesExceedingMax);
virtual void AddReferencer(class UEdGraphNode_Reference* ReferencerNode);
virtual FName GetPackageName() const;
class UEdGraph_ReferenceViewer* GetReferenceViewerGraph() const;
// UEdGraphNode implementation
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
virtual void AllocateDefaultPins() OVERRIDE;
virtual UObject* GetJumpTargetForDoubleClick() const OVERRIDE;
// End UEdGraphNode implementation
void CacheAssetData(const FAssetData& AssetData);
bool UsesThumbnail() const;
FAssetData GetAssetData() const;
protected:
virtual UEdGraphPin* GetDependencyPin();
virtual UEdGraphPin* GetReferencerPin();
class UEdGraph_ReferenceViewer* GetReferenceGraph() const
{
return CastChecked<UEdGraph_ReferenceViewer>(GetOuter());
}
private:
TArray<FName> PackageNames;
FText NodeTitle;
bool bUsesThumbnail;
FAssetData CachedAssetData;
UEdGraphPin* DependencyPin;
UEdGraphPin* ReferencerPin;
};