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Blueprint node searching now leverages localized keyword metadata for searching, so searches can now be done in the current langauge and English to find the same nodes. #jira UE-12049 - Using translated editor, Blueprint node search returns differ for English search terms compared to search terms in the current language #codereview justin.sargent [CL 2517785 by Michael Schoell in Main branch]
37 lines
1.2 KiB
C++
37 lines
1.2 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnimGraphNode_SkeletalControlBase.h"
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#include "Animation/BoneControllers/AnimNode_LookAt.h"
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#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTitleTextTable
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#include "AnimGraphNode_LookAt.generated.h"
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UCLASS(MinimalAPI, meta=(Keywords = "Look At, Follow, Trace, Track"))
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class UAnimGraphNode_LookAt : public UAnimGraphNode_SkeletalControlBase
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, Category=Settings)
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FAnimNode_LookAt Node;
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public:
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// UEdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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// End of UEdGraphNode interface
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// UAnimGraphNode_SkeletalControlBase interface
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ANIMGRAPH_API virtual void Draw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* SkelMeshComp) const override;
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// End of UAnimGraphNode_SkeletalControlBase interface
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protected:
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// UAnimGraphNode_SkeletalControlBase interface
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virtual FText GetControllerDescription() const override;
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// End of UAnimGraphNode_SkeletalControlBase interface
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private:
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/** Constructing FText strings can be costly, so we cache the node's title */
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FNodeTitleTextTable CachedNodeTitles;
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};
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