You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#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]
34 lines
842 B
C++
34 lines
842 B
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
#include "EnvironmentQueryGraphNode_Test.generated.h"
|
|
|
|
UCLASS()
|
|
class UEnvironmentQueryGraphNode_Test : public UEnvironmentQueryGraphNode
|
|
{
|
|
GENERATED_UCLASS_BODY()
|
|
|
|
/** weight percent for display */
|
|
UPROPERTY()
|
|
float TestWeightPct;
|
|
|
|
/** weight is passed as named param */
|
|
UPROPERTY()
|
|
uint32 bHasNamedWeight : 1;
|
|
|
|
/** toggles test */
|
|
UPROPERTY()
|
|
uint32 bTestEnabled : 1;
|
|
|
|
UPROPERTY()
|
|
class UEnvironmentQueryGraphNode_Option* ParentNode;
|
|
|
|
virtual void PostPlacedNewNode() OVERRIDE;
|
|
virtual void DestroyNode() OVERRIDE;
|
|
virtual bool IsSubNode() const OVERRIDE { return true; }
|
|
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
|
|
virtual FText GetDescription() const OVERRIDE;
|
|
|
|
void SetDisplayedWeight(float Pct, bool bNamed);
|
|
};
|