Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_SequencePlayer.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

45 lines
2.0 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_SequencePlayer.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_SequencePlayer : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_SequencePlayer Node;
// Sync group settings for this player. Sync groups keep related animations with different lengths synchronized.
UPROPERTY(EditAnywhere, Category=Settings)
FAnimationGroupReference SyncGroup;
// UEdGraphNode interface
virtual FLinearColor GetNodeTitleColor() const OVERRIDE;
virtual FString GetTooltip() const OVERRIDE;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
virtual FString GetNodeNativeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual void GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const OVERRIDE;
virtual void ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog) OVERRIDE;
virtual void PreloadRequiredAssets() OVERRIDE;
virtual void BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog) OVERRIDE;
virtual bool DoesSupportTimeForTransitionGetter() const OVERRIDE;
virtual UAnimationAsset* GetAnimationAsset() const OVERRIDE;
virtual const TCHAR* GetTimePropertyName() const OVERRIDE;
virtual UScriptStruct* GetTimePropertyStruct() const OVERRIDE;
virtual void GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& ComplexAnims, TArray<UAnimSequence*>& AnimationSequences) const OVERRIDE;
virtual void ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& ComplexAnimsMap, const TMap<UAnimSequence*, UAnimSequence*>& AnimSequenceMap) OVERRIDE;
// End of UAnimGraphNode_Base interface
// UK2Node interface
virtual void GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const OVERRIDE;
// End of UK2Node interface
private:
static FText GetTitleGivenAssetInfo(const FText& AssetName, bool bKnownToBeAdditive);
};