Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.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

41 lines
1.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_SwitchString.generated.h"
UCLASS(MinimalAPI)
class UK2Node_SwitchString : public UK2Node_Switch
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=PinOptions)
TArray<FString> PinNames;
UPROPERTY(EditAnywhere, Category=PinOptions)
uint32 bIsCaseSensitive : 1;
// UObject interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) OVERRIDE;
// End of UObject interface
// UEdGraphNode interface
virtual FString GetTooltip() const OVERRIDE;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
virtual bool ShouldShowNodeProperties() const OVERRIDE { return true; }
// End of UEdGraphNode interface
// UK2Node_Switch Interface
BLUEPRINTGRAPH_API virtual void AddPinToSwitchNode() OVERRIDE;
virtual FString GetUniquePinName() OVERRIDE;
virtual const FString& GetPinType(const UEdGraphSchema_K2* Schema) const OVERRIDE { return Schema->PC_String; }
// End of UK2Node_Switch Interface
virtual FString GetPinNameGivenIndex(int32 Index) OVERRIDE;
protected:
virtual void CreateSelectionPin() OVERRIDE;
virtual void CreateCasePins() OVERRIDE;
virtual void RemovePin(UEdGraphPin* TargetPin) OVERRIDE;
};