Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_SkeletalControlBase.h
Michael Schoell 0a41fb741e #summary Can search for nodes in the palette menu in Blueprints with both the native name and the localized name.
#add Added UEdGraphNode::GetNodeNativeTitle to return a native title for a node.
#add Added UEdGraphNode::GetNodeSearchTitle to return the native and localized title for a node, together, for searching.
#add Can hold "alt" over a node (in the graph panel, or the palette) to see the native name of the node.

#ttp 331252 - Blueprints: Editor: L10N: Blueprints need to consistently show localized node names and when searching need to search both the localized name and the native name

#codereview justin.sargent

[CL 2044506 by Michael Schoell in Main branch]
2014-04-23 18:30:37 -04:00

31 lines
1.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_Base.h"
#include "AnimGraphNode_SkeletalControlBase.generated.h"
UCLASS(Abstract, MinimalAPI)
class UAnimGraphNode_SkeletalControlBase : public UAnimGraphNode_Base
{
GENERATED_UCLASS_BODY()
public:
// UEdGraphNode interface
ANIMGRAPH_API virtual FLinearColor GetNodeTitleColor() const OVERRIDE;
ANIMGRAPH_API virtual FString GetTooltip() const OVERRIDE;
// End of UEdGraphNode interface
// UAnimGraphNode_Base interface
ANIMGRAPH_API virtual FString GetNodeCategory() const OVERRIDE;
ANIMGRAPH_API virtual void CreateOutputPins() OVERRIDE;
ANIMGRAPH_API virtual void GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const OVERRIDE;
// End of UAnimGraphNode_Base interface
// Draw function for supporting visualization
ANIMGRAPH_API virtual void Draw( FPrimitiveDrawInterface* PDI, USkeletalMeshComponent * PreviewSkelMeshComp ) const {};
protected:
// Returns the short descriptive name of the controller
virtual FText GetControllerDescription() const;
};