Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimStateEntryNode.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

50 lines
1.3 KiB
C++

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