Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_GetEnumeratorNameAsString.cpp

52 lines
1.7 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "KismetCompiler.h"
#include "Kismet/KismetNodeHelperLibrary.h"
#include "K2Node_GetEnumeratorNameAsString.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
UK2Node_GetEnumeratorNameAsString::UK2Node_GetEnumeratorNameAsString(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
void UK2Node_GetEnumeratorNameAsString::AllocateDefaultPins()
{
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
CreatePin(EGPD_Input, Schema->PC_Byte, TEXT(""), NULL, false, false, EnumeratorPinName);
CreatePin(EGPD_Output, Schema->PC_String, TEXT(""), NULL, false, false, Schema->PN_ReturnValue);
}
FString UK2Node_GetEnumeratorNameAsString::GetTooltip() const
{
return NSLOCTEXT("K2Node", "GetEnumeratorNameAsString_Tooltip", "Returns user friendly name of enumerator").ToString();
}
FText UK2Node_GetEnumeratorNameAsString::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return NSLOCTEXT("K2Node", "GetEnumeratorNameAsString_Title", "Enum to String");
}
void UK2Node_GetEnumeratorNameAsString::GetMenuActions(TArray<UBlueprintNodeSpawner*>& ActionListOut) const
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionListOut.Add(NodeSpawner);
}
FName UK2Node_GetEnumeratorNameAsString::GetFunctionName() const
{
const FName FunctionName = GET_FUNCTION_NAME_CHECKED(UKismetNodeHelperLibrary, GetEnumeratorUserFriendlyName);
return FunctionName;
}
FText UK2Node_GetEnumeratorNameAsString::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::String);
}