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

42 lines
1.4 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "AnimGraphNode_SpringBone.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_SpringBone
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_SpringBone::UAnimGraphNode_SpringBone(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FText UAnimGraphNode_SpringBone::GetControllerDescription() const
{
return LOCTEXT("SpringController", "Spring controller");
}
FString UAnimGraphNode_SpringBone::GetTooltip() const
{
return LOCTEXT("AnimGraphNode_SpringBone_Tooltip", "The Spring Controller applies a spring solver that can be used to limit how far a bone can stretch from its reference pose position and apply a force in the opposite direction.").ToString();
}
FText UAnimGraphNode_SpringBone::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FFormatNamedArguments Args;
Args.Add(TEXT("ControllerDescription"), GetControllerDescription());
Args.Add(TEXT("BoneName"), FText::FromName(Node.SpringBone.BoneName));
if(TitleType == ENodeTitleType::ListView)
{
return FText::Format(LOCTEXT("AnimGraphNode_SpringBone_Title", "{ControllerDescription} - Bone: {BoneName}"), Args);
}
else
{
return FText::Format(LOCTEXT("AnimGraphNode_SpringBone_Title", "{ControllerDescription}\nBone: {BoneName}"), Args);
}
}
#undef LOCTEXT_NAMESPACE