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