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