Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FunctionResult.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

29 lines
994 B
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_FunctionResult.generated.h"
UCLASS(MinimalAPI)
class UK2Node_FunctionResult : public UK2Node_FunctionTerminator
{
GENERATED_UCLASS_BODY()
// Begin UEdGraphNode interface
virtual void AllocateDefaultPins() OVERRIDE;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
virtual bool CanUserDeleteNode() const OVERRIDE { return false; }
// End UEdGraphNode interface
// Begin UK2Node interface
virtual bool DrawNodeAsExit() const OVERRIDE { return true; }
virtual bool ShouldShowNodeProperties() const OVERRIDE { return true; }
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const OVERRIDE;
// End UK2Node interface
// Begin K2Node_FunctionTerminator interface
virtual UEdGraphPin* CreatePinFromUserDefinition(const TSharedPtr<FUserPinInfo> NewPinInfo) OVERRIDE;
// End K2Node_FunctionTerminator interface
};