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

41 lines
1.6 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_StateMachineBase.generated.h"
UCLASS(Abstract)
class ANIMGRAPH_API UAnimGraphNode_StateMachineBase : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
// Editor state machine representation
UPROPERTY()
class UAnimationStateMachineGraph* EditorStateMachineGraph;
// 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;
virtual void PostPlacedNewNode() OVERRIDE;
virtual UObject* GetJumpTargetForDoubleClick() const OVERRIDE;
virtual void DestroyNode() OVERRIDE;
virtual void PostPasteNode() OVERRIDE;
virtual TSharedPtr<class INameValidatorInterface> MakeNameValidator() const OVERRIDE;
virtual FString GetDocumentationLink() const OVERRIDE;
virtual void OnRenameNode(const FString& NewName) OVERRIDE;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
virtual FString GetNodeCategory() const OVERRIDE;
virtual void GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const OVERRIDE;
// End of UAnimGraphNode_Base interface
// @return the name of this state machine
FString GetStateMachineName();
// Interface for derived classes to implement
virtual FAnimNode_StateMachine& GetNode() PURE_VIRTUAL(UAnimGraphNode_StateMachineBase::GetNode, static FAnimNode_StateMachine Dummy; return Dummy;);
// End of my interface
};