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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
1.4 KiB
C++
37 lines
1.4 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnimStateConduitNode.generated.h"
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UCLASS(MinimalAPI)
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class UAnimStateConduitNode : public UAnimStateNodeBase
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{
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GENERATED_UCLASS_BODY()
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public:
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// The transition graph for this conduit; it's a logic graph, not an animation graph
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UPROPERTY()
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class UEdGraph* BoundGraph;
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// Begin UEdGraphNode interface
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virtual void AllocateDefaultPins() OVERRIDE;
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virtual void AutowireNewNode(UEdGraphPin* FromPin) OVERRIDE;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
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virtual FString GetTooltip() const OVERRIDE;
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virtual bool CanDuplicateNode() const OVERRIDE { return true; }
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virtual void PostPasteNode() OVERRIDE;
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virtual void PostPlacedNewNode() OVERRIDE;
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virtual void DestroyNode() OVERRIDE;
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const OVERRIDE;
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// End UEdGraphNode interface
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// Begin UAnimStateNodeBase interface
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virtual UEdGraphPin* GetInputPin() const OVERRIDE;
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virtual UEdGraphPin* GetOutputPin() const OVERRIDE;
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virtual FString GetStateName() const OVERRIDE;
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virtual void GetTransitionList(TArray<class UAnimStateTransitionNode*>& OutTransitions, bool bWantSortedList = true) OVERRIDE;
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virtual FString GetDesiredNewNodeName() const OVERRIDE;
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virtual UEdGraph* GetBoundGraph() const OVERRIDE { return BoundGraph; }
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// End of UAnimStateNodeBase interface
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};
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