Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_TransitionResult.cpp
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

39 lines
1.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_TransitionResult
#define LOCTEXT_NAMESPACE "UAnimGraphNode_TransitionResult"
UAnimGraphNode_TransitionResult::UAnimGraphNode_TransitionResult(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FLinearColor UAnimGraphNode_TransitionResult::GetNodeTitleColor() const
{
return GEditor->AccessEditorUserSettings().ResultNodeTitleColor;
}
FString UAnimGraphNode_TransitionResult::GetTooltip() const
{
return TEXT("This expression is evaluated to determine if the state transition can be taken");
}
FText UAnimGraphNode_TransitionResult::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("Result", "Result");
}
void UAnimGraphNode_TransitionResult::GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const
{
// Intentionally empty. This node is autogenerated when a transition graph is created.
}
#undef LOCTEXT_NAMESPACE