Script Canvas node translation system and naming consistency

Signed-off-by: lsemp3d <58790905+lsemp3d@users.noreply.github.com>
This commit is contained in:
lsemp3d
2021-12-07 15:40:04 -08:00
parent 8d096ebf61
commit 72bfd8bdf8
1515 changed files with 235974 additions and 2095 deletions
@@ -1007,20 +1007,16 @@ namespace GraphCanvas
{
if (!configuration.m_name.empty())
{
cloneConfiguration->m_name.Clear();
cloneConfiguration->m_name.SetFallback(configuration.m_name);
cloneConfiguration->m_name = configuration.m_name;
}
else
{
AZStd::string nodeTitle;
NodeTitleRequestBus::EventResult(nodeTitle, configuration.m_targetEndpoint.GetNodeId(), &NodeTitleRequests::GetTitle);
AZStd::string displayName = AZStd::string::format("%s:%s", nodeTitle.c_str(), cloneConfiguration->m_name.GetDisplayString().c_str());
AZStd::string displayName = AZStd::string::format("%s:%s", nodeTitle.c_str(), cloneConfiguration->m_name.c_str());
// Gain some context. Lost the ability to refresh the strings.
// Should be fixable once we get an actual use case for this setup.
cloneConfiguration->m_name.Clear();
cloneConfiguration->m_name.SetFallback(displayName);
cloneConfiguration->m_name = displayName;
}
AZ::Entity* slotEntity = nullptr;