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Localization fixes for Find-in-Blueprints so it will again search the current and native language. CallFunction and CustomEvents now store their non-friendly "native" names. These will not actually appear in search results, but will be compared while searching to determine if the node matches the results. Gathering Blueprint search data will now force friendly names to true while it gathers so gathered data does not differ based on the setting. #jira UE-15901 - Right click a custom event to get a list of all blueprints that are calling the custom event [CL 2572814 by Michael Schoell in Main branch]
98 lines
7.8 KiB
C++
98 lines
7.8 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "GraphEditorCommon.h"
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#include "GraphEditorActions.h"
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#define LOCTEXT_NAMESPACE ""
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void FGraphEditorCommandsImpl::RegisterCommands()
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{
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UI_COMMAND( ReconstructNodes, "Refresh Nodes", "Refreshes nodes", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( BreakNodeLinks, "Break Link(s)", "Breaks links", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( AddExecutionPin, "Add execution pin", "Adds another execution output pin to an execution sequence or switch node", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( RemoveExecutionPin, "Remove execution pin", "Removes an execution output pin from an execution sequence or switch node", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( RemoveThisStructVarPin, "Remove this struct variable pin", "Removes the selected input pin", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( RemoveOtherStructVarPins, "Remove all other pins", "Removes all variable input pins, except for the selected one", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( RestoreAllStructVarPins, "Restore all structure pins", "Restore all structure pins", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( AddOptionPin, "Add Option Pin", "Adds another option input pin to the node", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( RemoveOptionPin, "Remove Option Pin", "Removes the last option input pin from the node", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( ChangePinType, "Change Pin Type", "Changes the type of this pin (boolean, int, etc.)", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( ShowAllPins, "Show All Pins", "Shows all pins", EUserInterfaceActionType::RadioButton, FInputChord() )
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UI_COMMAND( HideNoConnectionPins, "Hide Unconnected Pins", "Hides all pins with no connections", EUserInterfaceActionType::RadioButton, FInputChord() )
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UI_COMMAND( HideNoConnectionNoDefaultPins, "Hide Unused Pins", "Hides all pins with no connections and no default value", EUserInterfaceActionType::RadioButton, FInputChord() )
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UI_COMMAND( AddParentNode, "Add call to parent function", "Adds a node that calls this function's parent", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( ToggleBreakpoint, "Toggle breakpoint", "Adds or removes a breakpoint on each selected node", EUserInterfaceActionType::Button, FInputChord(EKeys::F9) )
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UI_COMMAND( AddBreakpoint, "Add breakpoint", "Adds a breakpoint to each selected node", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( RemoveBreakpoint, "Remove breakpoint", "Removes any breakpoints on each selected node", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( EnableBreakpoint, "Enable breakpoint", "Enables any breakpoints on each selected node", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( DisableBreakpoint, "Disable breakpoint", "Disables any breakpoints on each selected node", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( CollapseNodes, "Collapse Nodes", "Collapses selected nodes into a single node", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( PromoteSelectionToFunction, "Promote to Function", "Promotes selected collapsed graphs to functions.", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( PromoteSelectionToMacro, "Promote to Macro", "Promotes selected collapsed graphs to macros.", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( ExpandNodes, "Expand Node", "Expands composite nodes", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( CollapseSelectionToFunction, "Collapse to Function", "Collapses selected nodes into a single function node.", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( CollapseSelectionToMacro, "Collapse to Macro", "Collapses selected nodes into a single macro node.", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( SelectReferenceInLevel, "Find Actor in Level", "Select the actor referenced by this node in the level", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( AssignReferencedActor, "Assign selected Actor", "Assign the selected actor to be this node's referenced object", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( FindReferences, "Find References", "Find references of this item", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( GotoNativeFunctionDefinition, "Goto Code Definition", "Goto the native code definition of this function", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( GotoNativeVariableDefinition, "Goto Code Definition", "Goto the native code definition of this variable", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( GoToDefinition, "Goto Definition", "Jumps to the graph this node is defined in if available.", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( BreakPinLinks, "Break Link(s)", "Breaks pin links", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( PromoteToVariable, "Promote to Variable", "Promotes something to a variable", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( SplitStructPin, "Split Struct Pin", "Breaks a struct pin in to a separate pin per element", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( RecombineStructPin, "Recombine Struct Pin", "Takes struct pins that have been broken in to composite elements and combines them back to a single struct pin", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( StartWatchingPin, "Watch this value", "Adds this pin or variable to the watch list", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( StopWatchingPin, "Stop watching this value", "Removes this pin or variable from the watch list ", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( SelectBone, "Select Bone", "Assign or change the bone for SkeletalControls", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( AddBlendListPin, "Add Blend Pin", "Add Blend Pin to BlendList", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( RemoveBlendListPin, "Remove Blend Pin", "Remove Blend Pin", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( ConvertToSeqEvaluator, "Convert To Single Frame Animation", "Convert to one frame animation that requires position", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( ConvertToSeqPlayer, "Convert to Sequence Player", "Convert back to sequence player without manual position set up", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( ConvertToBSEvaluator, "Convert To Single Frame BlendSpace", "Convert to one frame BlendSpace that requires position", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( ConvertToBSPlayer, "Convert to BlendSpace Player", "Convert back to BlendSpace player without manual position set up", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( OpenRelatedAsset, "Open Asset", "Opens the asset related to this node", EUserInterfaceActionType::Button, FInputChord() )
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UI_COMMAND( CreateComment, "Create Comment", "Create a comment box", EUserInterfaceActionType::Button, FInputChord(EKeys::C))
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UI_COMMAND( ZoomIn, "Zoom In", "Zoom in on the graph editor", EUserInterfaceActionType::Button, FInputChord(EKeys::Add))
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UI_COMMAND( ZoomOut, "Zoom Out", "Zoom out from the graph editor", EUserInterfaceActionType::Button, FInputChord(EKeys::Subtract))
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UI_COMMAND( GoToDocumentation, "View Documentation", "View documentation for this node.", EUserInterfaceActionType::Button, FInputChord());
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}
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void FGraphEditorCommands::Register()
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{
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return FGraphEditorCommandsImpl::Register();
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}
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const FGraphEditorCommandsImpl& FGraphEditorCommands::Get()
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{
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return FGraphEditorCommandsImpl::Get();
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}
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void FGraphEditorCommands::Unregister()
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{
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return FGraphEditorCommandsImpl::Unregister();
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}
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#undef LOCTEXT_NAMESPACE |