// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimGraphNode_RotationMultiplier.h" ///////////////////////////////////////////////////// // UAnimGraphNode_RotationMultiplier #define LOCTEXT_NAMESPACE "A3Nodes" UAnimGraphNode_RotationMultiplier::UAnimGraphNode_RotationMultiplier(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } FText UAnimGraphNode_RotationMultiplier::GetControllerDescription() const { return LOCTEXT("ApplyPercentageOfRotation", "Apply a Percentage of Rotation"); } FText UAnimGraphNode_RotationMultiplier::GetTooltipText() const { return LOCTEXT("AnimGraphNode_RotationMultiplier_Tooltip", "The Apply a Percentage of Rotation control drives the Rotation of a target bone at some specified percentage of the Rotation of another bone within the Skeleton."); } FText UAnimGraphNode_RotationMultiplier::GetNodeTitle(ENodeTitleType::Type TitleType) const { if ((TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) && (Node.TargetBone.BoneName == NAME_None)) { return GetControllerDescription(); } // @TODO: the bone can be altered in the property editor, so we have to // choose to mark this dirty when that happens for this to properly work else //if (!CachedNodeTitles.IsTitleCached(TitleType, this)) { FFormatNamedArguments Args; Args.Add(TEXT("ControllerDescription"), GetControllerDescription()); Args.Add(TEXT("BoneName"), FText::FromName(Node.TargetBone.BoneName)); // FText::Format() is slow, so we cache this to save on performance if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) { CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_ModifyBone_ListTitle", "{ControllerDescription} - Bone: {BoneName}"), Args), this); } else { CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_ModifyBone_Title", "{ControllerDescription}\nBone: {BoneName}"), Args), this); } } return CachedNodeTitles[TitleType]; } #undef LOCTEXT_NAMESPACE