Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.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

48 lines
1.8 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_CallFunction.h"
#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache
#include "K2Node_GetInputAxisKeyValue.generated.h"
UCLASS(MinimalAPI, meta=(Keywords = "Get"))
class UK2Node_GetInputAxisKeyValue : public UK2Node_CallFunction
{
GENERATED_UCLASS_BODY()
UPROPERTY()
FKey InputAxisKey;
// Prevents actors with lower priority from handling this input
UPROPERTY(EditAnywhere, Category="Input")
uint32 bConsumeInput:1;
// Should the binding gather input even when the game is paused
UPROPERTY(EditAnywhere, Category="Input")
uint32 bExecuteWhenPaused:1;
// Begin EdGraphNode interface
virtual void AllocateDefaultPins() override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FName GetPaletteIcon(FLinearColor& OutColor) const override;
virtual bool IsCompatibleWithGraph(UEdGraph const* Graph) const override;
// End EdGraphNode interface
// Begin UK2Node interface
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual UClass* GetDynamicBindingClass() const override;
virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual FBlueprintNodeSignature GetSignature() const override;
// End UK2Node interface
void Initialize(const FKey AxisKey);
private:
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
};