Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/K2Node_TransitionRuleGetter.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

54 lines
1.3 KiB
C++

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