Files
UnrealEngineUWP/Engine/Source/Editor/EnvironmentQueryEditor/Classes/EnvironmentQueryGraphNode_Test.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

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);
};