Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_AssignmentStatement.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

38 lines
1.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_AssignmentStatement.generated.h"
UCLASS(MinimalAPI)
class UK2Node_AssignmentStatement : public UK2Node
{
GENERATED_UCLASS_BODY()
// Name of the Variable pin for this node
static FString VariablePinName;
// Name of the Value pin for this node
static FString ValuePinName;
// Begin UEdGraphNode interface
virtual void AllocateDefaultPins() OVERRIDE;
virtual FString GetTooltip() const OVERRIDE;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
// End UEdGraphNode interface
// Begin UK2Node interface
virtual void PostReconstructNode() OVERRIDE;
virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) OVERRIDE;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const OVERRIDE;
// End UK2Node interface
/** Get the Then output pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetThenPin() const;
/** Get the Variable input pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetVariablePin() const;
/** Get the Value input pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetValuePin() const;
};