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ValuePinName
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
AnimationBlueprintLibrary
static [FName](API\Runtime\Core\UObject\FName) ValuePinName;
[]
UK2Node_BaseAttributeActionNode::IsConnectionDisallowed
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
true, is pins cannot be connected due to node's inner logic, put message for user in OutReason
AnimationBlueprintLibrary
virtual bool IsConnectionDisallowed ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MyPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OtherPin, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const
[]
ValuesPinName
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
AnimationBlueprintLibrary
static [FName](API\Runtime\Core\UObject\FName) ValuesPinName;
[]
UK2Node_BaseAttributeActionNode::UK2Node_BaseAttributeActionNode
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
AnimationBlueprintLibrary
UK2Node_BaseAttributeActionNode()
[]
UK2Node_BaseAttributeActionNode
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
Base node implementation to reduce duplicated behaviour for different BlueprintLibrary functions
AnimationBlueprintLibrary
class UK2Node_BaseAttributeActionNode : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)
[ { "type": "FText", "name": "AttributeActionFormat", "description": "" }, { "type": "FName", "name": "AttributeValuePinName", "description": "" } ]
UK2Node_GetAttributeKeyGeneric::UK2Node_GetAttributeKeyGeneric
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
AnimationBlueprintLibrary
UK2Node_GetAttributeKeyGeneric()
[]
UK2Node_GetAttributeKeyGeneric
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
AnimationBlueprintLibrary
class UK2Node_GetAttributeKeyGeneric : public [UK2Node_BaseAttributeActionNode](API\Editor\AnimationBlueprintLibrary\UK2Node_BaseAttributeActionNode)
[]
UK2Node_GetAttributeKeysGeneric::UK2Node_GetAttributeKeysGeneric
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
AnimationBlueprintLibrary
UK2Node_GetAttributeKeysGeneric()
[]
UK2Node_GetAttributeKeysGeneric
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
AnimationBlueprintLibrary
class UK2Node_GetAttributeKeysGeneric : public [UK2Node_BaseAttributeActionNode](API\Editor\AnimationBlueprintLibrary\UK2Node_BaseAttributeActionNode)
[]
UK2Node_SetAttributeKeyGeneric::UK2Node_SetAttributeKeyGeneric
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
AnimationBlueprintLibrary
UK2Node_SetAttributeKeyGeneric()
[]
UK2Node_SetAttributeKeyGeneric
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
AnimationBlueprintLibrary
class UK2Node_SetAttributeKeyGeneric : public [UK2Node_BaseAttributeActionNode](API\Editor\AnimationBlueprintLibrary\UK2Node_BaseAttributeActionNode)
[]
UK2Node_SetAttributeKeysGeneric::UK2Node_SetAttributeKeysGeneric
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
AnimationBlueprintLibrary
UK2Node_SetAttributeKeysGeneric()
[]
UK2Node_SetAttributeKeysGeneric
/Engine/Source/Editor/AnimationBlueprintLibrary/Public/K2_AnimationAttributeNodes.h
AnimationBlueprintLibrary
class UK2Node_SetAttributeKeysGeneric : public [UK2Node_BaseAttributeActionNode](API\Editor\AnimationBlueprintLibrary\UK2Node_BaseAttributeActionNode)
[]
FAnimationEditMode::AddReferencedObjects
/Engine/Source/Editor/AnimationEditMode/Public/AnimationEditMode.h
Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.
AnimationEditMode
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
FAnimationEditMode::Enter
/Engine/Source/Editor/AnimationEditMode/Public/AnimationEditMode.h
AnimationEditMode
virtual void Enter()
[]
FAnimationEditMode::operator=
/Engine/Source/Editor/AnimationEditMode/Public/AnimationEditMode.h
AnimationEditMode
[FAnimationEditMode](API\Editor\AnimationEditMode\FAnimationEditMode) & operator= ( const [FAnimationEditMode](API\Editor\AnimationEditMode\FAnimationEditMode) & )
[]
FAnimationEditMode::Exit
/Engine/Source/Editor/AnimationEditMode/Public/AnimationEditMode.h
AnimationEditMode
virtual void Exit()
[]
FAnimationEditMode::FAnimationEditMode
/Engine/Source/Editor/AnimationEditMode/Public/AnimationEditMode.h
AnimationEditMode
FAnimationEditMode()
[]
FAnimationEditMode::FAnimationEditMode
/Engine/Source/Editor/AnimationEditMode/Public/AnimationEditMode.h
AnimationEditMode
FAnimationEditMode ( const [FAnimationEditMode](API\Editor\AnimationEditMode\FAnimationEditMode) & )
[]
FAnimationEditMode
/Engine/Source/Editor/AnimationEditMode/Public/AnimationEditMode.h
AnimationEditMode
class FAnimationEditMode : public [FEdMode](API\Editor\UnrealEd\FEdMode), public [IAnimationEditContext](API\Editor\AnimationEditMode\IAnimationEditContext)
[]
IAnimationEditContext::GetAnimPreviewScene
/Engine/Source/Editor/AnimationEditMode/Public/AnimationEditContext.h
the anim preview scene
AnimationEditMode
[IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) & GetAnimPreviewScene() const
[]
IAnimationEditContext::GetCameraTarget
/Engine/Source/Editor/AnimationEditMode/Public/AnimationEditContext.h
Get a camera target used to focus the viewport on an object when a user presses 'F' (default). true if the target sphere was filled-in
AnimationEditMode
virtual bool GetCameraTarget ( FSphere & OutTarget ) const
[]
IAnimationEditContext::GetOnScreenDebugInfo
/Engine/Source/Editor/AnimationEditMode/Public/AnimationEditContext.h
Function to collect strings from nodes to display in the viewport. Use this rather than DrawHUD when adding general text to the viewport. Display of this assumes that this will be mostly used by skeletal controls.
AnimationEditMode
virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutDebugInfo ) const
[]
IAnimationEditContext
/Engine/Source/Editor/AnimationEditMode/Public/AnimationEditContext.h
AnimationEditMode
class IAnimationEditContext
[]
UAnimationEditContext
/Engine/Source/Editor/AnimationEditMode/Public/AnimationEditContext.h
AnimationEditMode
class UAnimationEditContext : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
[]
UAnimationEditModeContext::GetAnimPreviewScene
/Engine/Source/Editor/AnimationEditMode/Public/AnimationEditMode.h
the anim preview scene
AnimationEditMode
virtual [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) & GetAnimPreviewScene() const
[]
UAnimationEditModeContext::GetCameraTarget
/Engine/Source/Editor/AnimationEditMode/Public/AnimationEditMode.h
Get a camera target used to focus the viewport on an object when a user presses 'F' (default). true if the target sphere was filled-in
AnimationEditMode
virtual bool GetCameraTarget ( FSphere & OutTarget ) const
[]
UAnimationEditModeContext::GetOnScreenDebugInfo
/Engine/Source/Editor/AnimationEditMode/Public/AnimationEditMode.h
Function to collect strings from nodes to display in the viewport. Use this rather than DrawHUD when adding general text to the viewport. Display of this assumes that this will be mostly used by skeletal controls.
AnimationEditMode
virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutDebugInfo ) const
[]
UAnimationEditModeContext
/Engine/Source/Editor/AnimationEditMode/Public/AnimationEditMode.h
A compatibility context object to support IPersonaEditMode-based code. It simply calls into a differentIAnimationEditContextin its implementations.
AnimationEditMode
class UAnimationEditModeContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IAnimationEditContext](API\Editor\AnimationEditMode\IAnimationEditContext)
[]
IAnimationEditor::EditCurves
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditor.h
Edit the specified curves on the specified sequence
AnimationEditor
void EditCurves ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, const [TArray](API\Runtime\Core\Containers\TArray)< [FCurveEditInfo](API\Editor\AnimationEditor\IAnimationEditor\FCurveEditInfo) > & InCurveInfo, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITimeSliderController](API\Editor\SequencerWidgets\ITimeSliderController) > & InExternalTimeSliderController )
[]
IAnimationEditor::FCurveEditInfo::operator=
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditor.h
AnimationEditor
FCurveEditInfo & operator&61; &40; const FCurveEditInfo & &41;
[]
IAnimationEditor::FCurveEditInfo::operator==
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditor.h
AnimationEditor
bool operator&61;&61; &40; const FCurveEditInfo & InCurveEditInfo &41; const
[]
IAnimationEditor::FCurveEditInfo::FCurveEditInfo
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditor.h
Removing deprecation for default copy operator/constructor to avoid deprecation warnings
AnimationEditor
PRAGMA_DISABLE_DEPRECATION_WARNINGS FCurveEditInfo &40; const FCurveEditInfo & &41;
[]
IAnimationEditor::FCurveEditInfo::FCurveEditInfo
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditor.h
AnimationEditor
FCurveEditInfo &40; const FName & InName, ERawCurveTrackTypes InType, int32 InCurveIndex &41;
[]
IAnimationEditor::FCurveEditInfo::FCurveEditInfo
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditor.h
Deprecated* Please use the constructor that takes aFName.
AnimationEditor
FCurveEditInfo &40; const FSmartName & InName, ERawCurveTrackTypes InType, int32 InCurveIndex &41;
[]
IAnimationEditor::FCurveEditInfo::FCurveEditInfo
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditor.h
Deprecated* Please use the constructor that takes aFName.
AnimationEditor
FCurveEditInfo &40; const FText & InCurveDisplayName, const FLinearColor & InCurveColor, const FSmartName & InName, ERawCurveTrackTypes InType, int32 InCurveIndex, FSimpleDelegate OnCurveModified &41;
[]
IAnimationEditor::FCurveEditInfo::FCurveEditInfo
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditor.h
AnimationEditor
FCurveEditInfo &40; const FText & InCurveDisplayName, const FLinearColor & InCurveColor, const FName & InName, ERawCurveTrackTypes InType, int32 InCurveIndex, FSimpleDelegate OnCurveModified &41;
[]
IAnimationEditor::GetAssetBrowser
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditor.h
Get the asset browser we host
AnimationEditor
[IAnimationSequenceBrowser](API\Editor\Persona\IAnimationSequenceBrowser) * GetAssetBrowser() const
[]
FCurveEditInfo
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditor.h
Support structure for EditCurves
AnimationEditor
struct FCurveEditInfo
[ { "type": "FLinearColor", "name": "CurveColor", "description": "" }, { "type": "FText", "name": "CurveDisplayName", "description": "" }, { "type": "int32", "name": "CurveIndex", "description": "" }, { "type": "FName", "name": "CurveName", "description": "" }, { "type": "FSimpleDelegate", "name": "OnCurveModified", "description": "" }, { "type": "ERawCurveTrackT...", "name": "Type", "description": "" } ]
IAnimationEditor::SetAnimationAsset
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditor.h
Set the animation asset of the editor.
AnimationEditor
void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimAsset )
[]
IAnimationEditor::StopEditingCurves
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditor.h
Stop editing the specified curves
AnimationEditor
void StopEditingCurves ( const [TArray](API\Runtime\Core\Containers\TArray)< [FCurveEditInfo](API\Editor\AnimationEditor\IAnimationEditor\FCurveEditInfo) > & InCurveInfo )
[]
IAnimationEditor
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditor.h
AnimationEditor
class IAnimationEditor : public [FPersonaAssetEditorToolkit](API\Editor\Persona\FPersonaAssetEditorToolkit), public [IHasPersonaToolkit](API\Editor\Persona\IHasPersonaToolkit)
[]
IAnimationEditorModule::CreateAnimationEditor
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditorModule.h
Creates a new skeleton editor instance
AnimationEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAnimationEditor](API\Editor\AnimationEditor\IAnimationEditor) > CreateAnimationEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, class [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAnimationAsset )
[]
FAnimationEditorToolbarExtender
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditorModule.h
Get all toolbar extenders
AnimationEditor
typedef TBaseDelegate_TwoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) >, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAnimationEditor](API\Editor\AnimationEditor\IAnimationEditor) > > FAnimationEditorToolbarExtender
[]
IAnimationEditorModule::GetAllAnimationEditorToolbarExtenders
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditorModule.h
AnimationEditor
[TArray](API\Runtime\Core\Containers\TArray)< [FAnimationEditorToolbarExtender](API\Editor\AnimationEditor\IAnimationEditorModule\FAnimationEditorToolbarExtender) > & GetAllAnimationEditorToolbarExtenders()
[]
IAnimationEditorModule
/Engine/Source/Editor/AnimationEditor/Public/IAnimationEditorModule.h
AnimationEditor
class IAnimationEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)
[]
UAnimationToolMenuContext
/Engine/Source/Editor/AnimationEditor/Public/AnimationToolMenuContext.h
AnimationEditor
class UAnimationToolMenuContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TWeakPtr<IAnim...", "name": "AnimationEditor", "description": "" } ]
ErrorResponse
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Errors already acknowledged
AnimationModifiers
static [TSet](API\Runtime\Core\Containers\TSet)< [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) > ErrorResponse;
[]
ESuppressionMode
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
enum ESuppressionMode { NoChange, SuppressWarningAndError, SuppressWarning, ShowDialog, ForceDialog, RevertAtWarning, }
[]
FApplyModifiersScope::HandleError
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Determine how to handle an Animation Modifier error, and execute accordingly
AnimationModifiers
static void HandleError ( const [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * Modifier, const [FText](API\Runtime\Core\Internationalization\FText) & Message, const [FText](API\Runtime\Core\Internationalization\FText) & Title )
[]
FApplyModifiersScope::HandleWarning
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Determine how to handle an Animation Modifier warning, and execute accordingly. Returns whether or not the warning was handled (true) or warrants reverting the applied Animation Modifier (false)
AnimationModifiers
static bool HandleWarning ( const [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * Modifier, const [FText](API\Runtime\Core\Internationalization\FText) & Message, const [FText](API\Runtime\Core\Internationalization\FText) & Title )
[]
FApplyModifiersScope::IsScopePending
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
static bool IsScopePending()
[]
ScopeModeStack
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Error handle mode stack for scopes
AnimationModifiers
static [TArray](API\Runtime\Core\Containers\TArray)< [ESuppressionMode](API\Editor\AnimationModifiers\FApplyModifiersScope\ESuppressionMode), TInlineAllocator< 4 > > ScopeModeStack;
[]
WarningResponse
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Warnings already ignored or treated as error
AnimationModifiers
static [TMap](API\Runtime\Core\Containers\TMap)< [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey), [EAppReturnType::Type](API\Runtime\Core\GenericPlatform\EAppReturnType__Type) > WarningResponse;
[]
FApplyModifiersScope::FApplyModifiersScope
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
FApplyModifiersScope ( const [FApplyModifiersScope](API\Editor\AnimationModifiers\FApplyModifiersScope) & )
[]
FApplyModifiersScope::FApplyModifiersScope
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
FApplyModifiersScope ( [ESuppressionMode](API\Editor\AnimationModifiers\FApplyModifiersScope\ESuppressionMode) Mode )
[]
FApplyModifiersScope::~FApplyModifiersScope
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
~FApplyModifiersScope()
[]
FApplyModifiersScope
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
RAII object to determine how Animation Modifier warning/errors are handled (ignore, user dialog, etc.)
AnimationModifiers
struct FApplyModifiersScope
[ { "type": "friend", "name": "UAnimationModifier", "description": "" } ]
IAnimationModifiersModule::ShowAddAnimationModifierWindow
/Engine/Source/Editor/AnimationModifiers/Public/IAnimationModifiersModule.h
Shows a new modal dialog allowing the user to setup Animation Modifiers to be added for all AnimSequences part of InSequences
AnimationModifiers
void ShowAddAnimationModifierWindow ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & InSequences )
[]
IAnimationModifiersModule::ApplyAnimationModifiers
/Engine/Source/Editor/AnimationModifiers/Public/IAnimationModifiersModule.h
Apply animation modifiers contained by provided Animation Sequences to its respective outers
AnimationModifiers
void ApplyAnimationModifiers ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & InSequences, bool bForceApply )
[]
IAnimationModifiersModule
/Engine/Source/Editor/AnimationModifiers/Public/IAnimationModifiersModule.h
AnimationModifiers
class IAnimationModifiersModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
AnimationModifiersAssignment
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
static constexpr TCHAR AnimationModifiersAssignment = '=';
[]
AnimationModifiersDelimiter
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
static constexpr TCHAR AnimationModifiersDelimiter = ';';
[]
AnimationModifiersTag
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
static const [FName](API\Runtime\Core\UObject\FName) AnimationModifiersTag = TEXT("AnimationModifierList");
[]
UAnimationModifier::ApplyToAll
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Applies all instances of the provided Modifier class to its outer Animation Sequence
AnimationModifiers
static void ApplyToAll ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) > ModifierSubClass, bool bForceApply )
[]
UAnimationModifier::ApplyToAnimationSequence
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Applying and reverting the modifier for the given Animation Sequence
AnimationModifiers
void ApplyToAnimationSequence ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence ) const
[]
UAnimationModifier::CanRevert
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Returns whether or not this modifier can be reverted, which means it will have to been applied to the given AnimationSequence
AnimationModifiers
bool CanRevert ( [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData) * AssetUserDataInterface ) const
[]
UAnimationModifier::ExecuteOnRevert
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
void ExecuteOnRevert ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InAnimSequence )
[]
UAnimationModifier::ExecuteOnApply
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
void ExecuteOnApply ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InAnimSequence )
[]
UAnimationModifier::GetAnimationSequence
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Derived class accessors to skeleton and anim sequence.
AnimationModifiers
const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * GetAnimationSequence()
[]
UAnimationModifier::GetAssetRegistryTagsForAppliedModifiersFromSkeleton
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Get Asset Registry tags for applied modifiers fromskeleton
AnimationModifiers
static void GetAssetRegistryTagsForAppliedModifiersFromSkeleton ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [TArray](API\Runtime\Core\Containers\TArray)< [UObject::FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags )
[]
UAnimationModifier::GetLatestRevisionGuid
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Get the latest revision GUID of this modifier class.
AnimationModifiers
[FGuid](API\Runtime\Core\Misc\FGuid) GetLatestRevisionGuid() const
[]
UAnimationModifier::GetSkeleton
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton()
[]
UAnimationModifier::GetNativeClassRevision
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Used for natively updating the revision GUID, fairly basic and relies on config files currently
AnimationModifiers
virtual int32 GetNativeClassRevision() const
[]
UAnimationModifier::HasLegacyPreviousAppliedModifierOnSkeleton
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Check if this Modifier On Skeleton has PreviouslyAppliedModifier_DEPRECATED from previous version.
AnimationModifiers
bool HasLegacyPreviousAppliedModifierOnSkeleton() const
[]
UAnimationModifier::IsCurrentlyApplyingModifier
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Whether or not this modifier is in the process of being applied to an Animation Asset
AnimationModifiers
bool IsCurrentlyApplyingModifier() const
[]
UAnimationModifier::IsLatestRevisionApplied
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Whether or not the latest compiled version of the blueprint is applied for this instance
AnimationModifiers
bool IsLatestRevisionApplied ( [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData) * AssetUserDataInterface ) const
[]
UAnimationModifier::LoadModifierReferencers
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
static void LoadModifierReferencers ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) > ModifierSubClass )
[]
UAnimationModifier::OnApply
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Executed when the Animation is initialized (native event for debugging / testing purposes)
AnimationModifiers
void OnApply ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )
[]
UAnimationModifier::OnApply_Implementation
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
virtual void OnApply_Implementation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )
[]
UAnimationModifier::OnRevert
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
void OnRevert ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )
[]
UAnimationModifier::OnRevert_Implementation
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
virtual void OnRevert_Implementation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )
[]
UAnimationModifier::PostInitProperties
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.
AnimationModifiers
virtual void PostInitProperties()
[]
UAnimationModifier::PostLoad
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.
AnimationModifiers
virtual void PostLoad()
[]
UAnimationModifier::RemoveLegacyPreviousAppliedModifierOnSkeleton
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Mark this modifier on skeleton as reverted (affect CanRevert, IsLatestRevisionApplied)
AnimationModifiers
void RemoveLegacyPreviousAppliedModifierOnSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton )
[]
UAnimationModifier::RevertFromAnimationSequence
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
void RevertFromAnimationSequence ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence ) const
[]
UAnimationModifier::Serialize
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
AnimationModifiers
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAnimationModifier::UpdateCompressedAnimationData
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Checks if the animation data has to be re-baked / compressed and does so
AnimationModifiers
void UpdateCompressedAnimationData()
[]
UAnimationModifier::UpdateNativeRevisionGuid
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
void UpdateNativeRevisionGuid()
[]
UAnimationModifier::UpdateRevisionGuid
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
Updating of blueprint and native GUIDs
AnimationModifiers
void UpdateRevisionGuid ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ModifierClass )
[]
UAnimationModifier::UAnimationModifier
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
UAnimationModifier()
[]
UAnimationModifier
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h
AnimationModifiers
class UAnimationModifier : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "bool", "name": "bReapplyPostOwnerChange", "description": "If this is set to true then the animation modifier will call it's reapply function after any change made to the owning asset." } ]
UAnimationModifiersAssetUserData::AddAnimationModifier
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
EndUAssetUserDataoverrides
AnimationModifiers
void AddAnimationModifier ( [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * Instance )
[]
UAnimationModifiersAssetUserData::ChangeAnimationModifierIndex
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
AnimationModifiers
void ChangeAnimationModifierIndex ( [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * Instance, int32 Direction )
[]
UAnimationModifiersAssetUserData::GetAnimationModifierInstances
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
AnimationModifiers
const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * > & GetAnimationModifierInstances() const
[]
UAnimationModifiersAssetUserData::PostEditChangeOwner
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
Called when the owner object is modified
AnimationModifiers
virtual void PostEditChangeOwner()
[]
UAnimationModifiersAssetUserData::PostEditChangeProperty
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
Called when a property on this object has been modified externally
AnimationModifiers
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimationModifiersAssetUserData::PostLoad
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
BeginUAssetUserDataoverrides
AnimationModifiers
virtual void PostLoad()
[]
UAnimationModifiersAssetUserData::RemoveAnimationModifierInstance
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
AnimationModifiers
void RemoveAnimationModifierInstance ( [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * Instance )
[]
UAnimationModifiersAssetUserData::Serialize
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
AnimationModifiers
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]