Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_WheelHandler.cpp
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

60 lines
2.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "AnimGraphNode_WheelHandler.h"
#include "CompilerResultsLog.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_WheelHandler
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_WheelHandler::UAnimGraphNode_WheelHandler(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UAnimGraphNode_WheelHandler::GetControllerDescription() const
{
return LOCTEXT("AnimGraphNode_WheelHandler", "Wheel Handler for WheeledVehicle");
}
FText UAnimGraphNode_WheelHandler::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_WheelHandler_Tooltip", "This alters the wheel transform based on set up in Wheeled Vehicle. This only works when the owner is WheeledVehicle.");
}
FText UAnimGraphNode_WheelHandler::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FText NodeTitle;
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
NodeTitle = GetControllerDescription();
}
else
{
// we don't have any run-time information, so it's limited to print
// anymore than what it is it would be nice to print more data such as
// name of bones for wheels, but it's not available in Persona
NodeTitle = FText(LOCTEXT("AnimGraphNode_WheelHandler_Title", "Wheel Handler"));
}
return NodeTitle;
}
void UAnimGraphNode_WheelHandler::ValidateAnimNodePostCompile(class FCompilerResultsLog& MessageLog, class UAnimBlueprintGeneratedClass* CompiledClass, int32 CompiledNodeIndex)
{
// we only support vehicle anim instance
if ( CompiledClass->IsChildOf(UVehicleAnimInstance::StaticClass()) == false )
{
MessageLog.Error(TEXT("@@ is only allowwed in VehicleAnimInstance. If this is for vehicle, please change parent to be VehicleAnimInstancen (Reparent Class)."), this);
}
}
bool UAnimGraphNode_WheelHandler::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const
{
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(TargetGraph);
return (Blueprint != nullptr) && Blueprint->ParentClass->IsChildOf<UVehicleAnimInstance>() && Super::IsCompatibleWithGraph(TargetGraph);
}
#undef LOCTEXT_NAMESPACE