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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]
54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "K2Node_TransitionRuleGetter.generated.h"
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UENUM()
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namespace ETransitionGetter
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{
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enum Type
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{
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AnimationAsset_GetCurrentTime,
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AnimationAsset_GetLength,
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AnimationAsset_GetCurrentTimeFraction,
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AnimationAsset_GetTimeFromEnd,
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AnimationAsset_GetTimeFromEndFraction,
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CurrentState_ElapsedTime,
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CurrentState_GetBlendWeight,
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CurrentTransitionDuration,
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ArbitraryState_GetBlendWeight
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};
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}
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UCLASS(MinimalAPI)
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class UK2Node_TransitionRuleGetter : public UK2Node
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY()
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TEnumAsByte<ETransitionGetter::Type> GetterType;
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UPROPERTY()
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class UAnimGraphNode_Base* AssociatedAnimAssetPlayerNode;
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UPROPERTY()
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UObject* AssociatedStateNode;
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// UEdGraphNode interface
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virtual void AllocateDefaultPins() OVERRIDE;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
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virtual FString GetNodeNativeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
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virtual FString GetTooltip() const OVERRIDE;
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virtual bool ShowPaletteIconOnNode() const OVERRIDE{ return false; }
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// End of UEdGraphNode interface
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// @todo document
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ANIMGRAPH_API UEdGraphPin* GetOutputPin() const;
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// @todo document
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ANIMGRAPH_API static FText GetFriendlyName(ETransitionGetter::Type TypeID);
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};
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