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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]
50 lines
1.3 KiB
C++
50 lines
1.3 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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AnimStateNode.cpp
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=============================================================================*/
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#include "AnimGraphPrivatePCH.h"
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#include "EdGraphUtilities.h"
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/////////////////////////////////////////////////////
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// UAnimStateEntryNode
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UAnimStateEntryNode::UAnimStateEntryNode(const class FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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void UAnimStateEntryNode::AllocateDefaultPins()
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{
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const UAnimationStateMachineSchema* Schema = GetDefault<UAnimationStateMachineSchema>();
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UEdGraphPin* Outputs = CreatePin(EGPD_Output, Schema->PC_Exec, TEXT(""), NULL, false, false, TEXT("Entry"));
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}
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FText UAnimStateEntryNode::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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UEdGraph* Graph = GetGraph();
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return FText::FromString(Graph->GetName());
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}
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FString UAnimStateEntryNode::GetTooltip() const
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{
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return TEXT("Entry point for state machine");
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}
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UEdGraphNode* UAnimStateEntryNode::GetOutputNode() const
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{
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if(Pins.Num() > 0 && Pins[0] != NULL)
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{
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check(Pins[0]->LinkedTo.Num() <= 1);
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if(Pins[0]->LinkedTo.Num() > 0 && Pins[0]->LinkedTo[0]->GetOwningNode() != NULL)
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{
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return Pins[0]->LinkedTo[0]->GetOwningNode();
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}
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}
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return NULL;
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}
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