Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_WheelHandler.h
Michael Schoell abb8124662 Keywords metadata is now localized.
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]
2015-04-20 12:25:37 -04:00

31 lines
1.1 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_SkeletalControlBase.h"
#include "Animation/BoneControllers/AnimNode_WheelHandler.h"
#include "AnimGraphNode_WheelHandler.generated.h"
UCLASS(MinimalAPI, meta=(Keywords = "Modify Wheel Vehicle"))
class UAnimGraphNode_WheelHandler : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_WheelHandler Node;
public:
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
// validate if this is within VehicleAnimInstance
virtual void ValidateAnimNodePostCompile(class FCompilerResultsLog& MessageLog, class UAnimBlueprintGeneratedClass* CompiledClass, int32 CompiledNodeIndex) override;
virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override;
// End of UEdGraphNode interface
protected:
// UAnimGraphNode_SkeletalControlBase interface
virtual FText GetControllerDescription() const override;
// End of UAnimGraphNode_SkeletalControlBase interface
};