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

37 lines
1.4 KiB
C++

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