Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_CopyBone.cpp
Michael Schoell 788de6f349 Removed GetNodeNativeTitle from the editor entirely, now uses BuildSourceString to obtain the source string in a more reliable way.
#codereview Justin.Sargent

[CL 2114371 by Michael Schoell in Main branch]
2014-06-23 15:36:50 -04:00

36 lines
1.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "AnimGraphNode_CopyBone.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_CopyBoneSkeletalControl
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_CopyBone::UAnimGraphNode_CopyBone(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FText UAnimGraphNode_CopyBone::GetControllerDescription() const
{
return LOCTEXT("CopyBone", "Copy Bone");
}
FString UAnimGraphNode_CopyBone::GetTooltip() const
{
return LOCTEXT("AnimGraphNode_CopyBone_Tooltip", "The Copy Bone control copies the Transform data or any component of it - i.e. Translation, Rotation, or Scale - from one bone to another.").ToString();
}
FText UAnimGraphNode_CopyBone::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FFormatNamedArguments Args;
Args.Add(TEXT("ControllerDescription"), GetControllerDescription());
Args.Add(TEXT("SourceBoneName"), FText::FromName(Node.SourceBone.BoneName));
Args.Add(TEXT("TargetBoneName"), FText::FromName(Node.TargetBone.BoneName));
return FText::Format(LOCTEXT("AnimGraphNode_CopyBone_Title", "{ControllerDescription}\nSource Bone: {SourceBoneName}\nTarget Bone: {TargetBoneName}"), Args);
}
#undef LOCTEXT_NAMESPACE