Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.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

42 lines
1.5 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_InputAxisKeyEvent.generated.h"
UCLASS(MinimalAPI)
class UK2Node_InputAxisKeyEvent : public UK2Node_Event
{
GENERATED_UCLASS_BODY()
UPROPERTY()
FKey AxisKey;
// Prevents actors with lower priority from handling this input
UPROPERTY(EditAnywhere, Category = "Input")
uint32 bConsumeInput : 1;
// Should the binding execute even when the game is paused
UPROPERTY(EditAnywhere, Category = "Input")
uint32 bExecuteWhenPaused : 1;
// Should any bindings to this event in parent classes be removed
UPROPERTY(EditAnywhere, Category = "Input")
uint32 bOverrideParentBinding : 1;
// Begin EdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
virtual FString GetNodeNativeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
virtual FString GetTooltip() const OVERRIDE;
virtual FName GetPaletteIcon(FLinearColor& OutColor) const OVERRIDE;
virtual bool CanPasteHere(const UEdGraph* TargetGraph, const UEdGraphSchema* Schema) const OVERRIDE;
// End EdGraphNode interface
// Begin UK2Node interface
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const OVERRIDE;
virtual bool ShouldShowNodeProperties() const OVERRIDE{ return true; }
virtual UClass* GetDynamicBindingClass() const OVERRIDE;
virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const OVERRIDE;
// End UK2Node interface
void Initialize(const FKey AxisKey);
};