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UAnimationModifiersAssetUserData
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifiersAssetUserData.h
Asset user data which can be added to aUSkeletonorUAnimSequenceto keep track of Animation Modifiers
AnimationModifiers
class UAnimationModifiersAssetUserData : public [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData)
[ { "type": "TArray<TObject...", "name": "AnimationModifierInstances", "description": "" }, { "type": "TMap<FSoftObje...", "name": "AppliedModifiers", "description": "Animation modifiers APPLIED on the owning animation sequence" } ]
FAnimationSettingsModule::StartupModule
/Engine/Source/Editor/AnimationSettings/Public/AnimationSettingsModule.h
FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));
AnimationSettings
virtual void StartupModule()
[]
FAnimationSettingsModule::ShutdownModule
/Engine/Source/Editor/AnimationSettings/Public/AnimationSettingsModule.h
Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.
AnimationSettings
virtual void ShutdownModule()
[]
FAnimationSettingsModule
/Engine/Source/Editor/AnimationSettings/Public/AnimationSettingsModule.h
AnimationSettings
class FAnimationSettingsModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
AnimDynamics
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditModes.h
AnimGraph
static const FEditorModeID AnimDynamics;
[]
AnimNode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditModes.h
AnimGraph
static const FEditorModeID AnimNode;
[]
CCDIK
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditModes.h
AnimGraph
static const FEditorModeID CCDIK;
[]
Fabrik
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditModes.h
AnimGraph
static const FEditorModeID Fabrik;
[]
LookAt
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditModes.h
AnimGraph
static const FEditorModeID LookAt;
[]
ModifyBone
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditModes.h
AnimGraph
static const FEditorModeID ModifyBone;
[]
ObserveBone
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditModes.h
AnimGraph
static const FEditorModeID ObserveBone;
[]
PoseDriver
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditModes.h
AnimGraph
static const FEditorModeID PoseDriver;
[]
SplineIK
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditModes.h
AnimGraph
static const FEditorModeID SplineIK;
[]
AnimNodeEditModes
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditModes.h
AnimGraph
struct AnimNodeEditModes
[]
TwoBoneIK
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditModes.h
AnimGraph
static const FEditorModeID TwoBoneIK;
[]
FAnimBlueprintFunctionPinInfo::FAnimBlueprintFunctionPinInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
AnimGraph
FAnimBlueprintFunctionPinInfo()
[]
ETransitionGetter::Type
/Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h
AnimGraph
namespace ETransitionGetter { enum Type { AnimationAsset_GetCurrentTime, AnimationAsset_GetLength, AnimationAsset_GetCurrentTimeFraction, AnimationAsset_GetTimeFromEnd, AnimationAsset_GetTimeFromEndFraction, CurrentState_ElapsedTime, CurrentState_GetBlendWeight, CurrentTransitionDuration, ArbitraryState_GetBlendWeight, } }
[]
FAnimBlueprintFunctionPinInfo::FAnimBlueprintFunctionPinInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
AnimGraph
FAnimBlueprintFunctionPinInfo ( const [FName](API\Runtime\Core\UObject\FName) & InName, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InType )
[]
FAnimBlueprintFunctionPinInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
Required info for reconstructing a manually specified pin
AnimGraph
struct FAnimBlueprintFunctionPinInfo
[ { "type": "FName", "name": "Name", "description": "The name of this parameter" }, { "type": "FEdGraphPinType", "name": "Type", "description": "The type of this parameter" } ]
FAnimBPCompileValidationParams::FAnimBPCompileValidationParams
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
FAnimBPCompileValidationParams ( const class [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) *const InDefaultAnimInstance, const class [UAnimBlueprintGeneratedClass](API\Runtime\Engine\Animation\UAnimBlueprintGeneratedClass) *const InNewAnimBlueprintClass, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & InMessageLog, const [TMap](API\Runtime\Core\Containers\TMap)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *, class [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & InAllocatedNodePropertiesToNodes )
[]
FAnimBPCompileValidationParams
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
Encapsulated Parameters, to upgrade these without changing function signature.
AnimGraph
struct FAnimBPCompileValidationParams
[ { "type": "constTMap<FPr...", "name": "AllocatedNodePropertiesToNodes", "description": "" }, { "type": "constUAnimInst...", "name": "DefaultAnimInstance", "description": "" }, { "type": "FCompilerResult...", "name": "MessageLog", "description": "" }, { "type": "constUAnimBlue...", "name": "NewAnimBlueprintClass", "description": "" } ]
FAnimGraphAttributeDesc::FAnimGraphAttributeDesc
/Engine/Source/Editor/AnimGraph/Public/AnimGraphAttributes.h
AnimGraph
FAnimGraphAttributeDesc()
[]
FAnimGraphAttributeDesc::FAnimGraphAttributeDesc
/Engine/Source/Editor/AnimGraph/Public/AnimGraphAttributes.h
AnimGraph
FAnimGraphAttributeDesc ( [FName](API\Runtime\Core\UObject\FName) InName, EAnimGraphAttributeBlend InBlend, [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) InIcon, [FText](API\Runtime\Core\Internationalization\FText) InDisplayName, [FText](API\Runtime\Core\Internationalization\FText) InToolTipText, [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) InColor, EAnimGraphAttributesDisplayMode InDisplayMode, int32 InSortOrder )
[]
FAnimGraphAttributeDesc
/Engine/Source/Editor/AnimGraph/Public/AnimGraphAttributes.h
Description of an attribute.
AnimGraph
struct FAnimGraphAttributeDesc
[ { "type": "EAnimGraphAttri...", "name": "Blend", "description": "Blendability of the attribute." }, { "type": "FSlateColor", "name": "Color", "description": "" }, { "type": "EAnimGraphAttri...", "name": "DisplayMode", "description": "How the attribute is displayed in the graph. This overrides any settings per node type." }, { "type": "FText", "name": "DisplayName", "description": "" }, { "type": "FSlateBrush", "name": "Icon", "description": "" }, { "type": "FName", "name": "Name", "description": "" }, { "type": "int32", "name": "SortOrder", "description": "How to sort the attribute." }, { "type": "FText", "name": "ToolTipText", "description": "" } ]
FAnimGraphCommands::RegisterCommands
/Engine/Source/Editor/AnimGraph/Public/AnimGraphCommands.h
Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.
AnimGraph
virtual void RegisterCommands()
[]
FAnimGraphCommands::FAnimGraphCommands
/Engine/Source/Editor/AnimGraph/Public/AnimGraphCommands.h
AnimGraph
FAnimGraphCommands()
[]
FAnimGraphNodeAlphaOptions::HandleCustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNodeAlphaOptions.h
Called from an UAnimGraphNode_Base-derived classes CustomizeDetails to update alpha properties and pins.
AnimGraph
template<typename AnimNodeType> static void HandleCustomizeDetails ( const AnimNodeType & InAnimNode, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > InNodeHandle, [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & InDetailBuilder )
[]
FAnimGraphNodeAlphaOptions::HandleCustomizePinData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNodeAlphaOptions.h
This is implemented in this way (rather than encapsulating the options in their own struct) because we dont support exposing pins from sub-structs on anim nodes (or anything else for that matter).
AnimGraph
template<typename AnimNodeType> static void HandleCustomizePinData ( const AnimNodeType & InAnimNode, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )
[]
FAnimGraphNodeAlphaOptions::HandlePostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNodeAlphaOptions.h
Called from an UAnimGraphNode_Base-derived classes PostEditChangeProperty to update alpha properties and pins.
AnimGraph
template<typename AnimNodeType> static void HandlePostEditChangeProperty ( const AnimNodeType & InAnimNode, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode, [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
FAnimGraphNodeAlphaOptions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNodeAlphaOptions.h
Helper struct used to handle graph (editor) node alpha options.
AnimGraph
struct FAnimGraphNodeAlphaOptions
[]
FAnimGraphNodePropertyBinding::FAnimGraphNodePropertyBinding
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
FAnimGraphNodePropertyBinding()
[]
FAnimGraphNodePropertyBinding
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
struct FAnimGraphNodePropertyBinding
[ { "type": "int32", "name": "ArrayIndex", "description": "" }, { "type": "bool", "name": "bIsBound", "description": "Whether the pin is bound or not" }, { "type": "bool", "name": "bIsPromotion", "description": "Whether the pin binding is a promotion (e.g. bool->int)" }, { "type": "FText", "name": "CompiledContext", "description": "" }, { "type": "FText", "name": "CompiledContextDesc", "description": "" }, { "type": "FName", "name": "ContextId", "description": "The context of the binding" }, { "type": "FText", "name": "PathAsText", "description": "The property path as text" }, { "type": "FEdGraphPinType", "name": "PinType", "description": "Pin type" }, { "type": "FEdGraphPinType", "name": "PromotedPinType", "description": "Source type if the binding is a promotion" }, { "type": "FName", "name": "PropertyName", "description": "Property binding name" }, { "type": "TArray<FString...", "name": "PropertyPath", "description": "The property path a pin is bound to" }, { "type": "EAnimGraphNodeP...", "name": "Type", "description": "Whether the binding is a function or not" } ]
FAnimNodeEditMode::ChangeToNextWidgetMode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called when the user changed widget mode by pressing "Space" key
AnimGraph
virtual [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) ChangeToNextWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) CurWidgetMode )
[]
FAnimNodeEditMode::ConvertCSVectorToBoneSpace
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Convert drag vector in component space to bone space
AnimGraph
static FVector ConvertCSVectorToBoneSpace ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & InCSVector, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & MeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const EBoneControlSpace Space )
[]
FAnimNodeEditMode::ConvertCSRotationToBoneSpace
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Convert rotator in component space to bone space
AnimGraph
static FQuat ConvertCSRotationToBoneSpace ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FRotator & InCSRotator, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & MeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const EBoneControlSpace Space )
[]
FAnimNodeEditMode::ConvertCSVectorToBoneSpace
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Convert drag vector in component space to bone space
AnimGraph
static FVector ConvertCSVectorToBoneSpace ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & InCSVector, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & MeshBases, const [FBoneSocketTarget](API\Runtime\Engine\Animation\FBoneSocketTarget) & InTarget, const EBoneControlSpace Space )
[]
FAnimGraphCommands
/Engine/Source/Editor/AnimGraph/Public/AnimGraphCommands.h
Anim GraphCommands
AnimGraph
class FAnimGraphCommands : public [TCommands< FAnimGraphCommands >](API\Runtime\Slate\Framework\Commands\TCommands)
[ { "type": "TSharedPtr<FUI...", "name": "AddBlendListPin", "description": "Blend list options." }, { "type": "TSharedPtr<FUI...", "name": "ConvertToAimOffsetGraph", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToAimOffsetLookAt", "description": "Options for aimoffset converter" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToAimOffsetSimple", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToBSEvaluator", "description": "Options for blendspace converter" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToBSGraph", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToBSPlayer", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToPoseBlender", "description": "Options for sequence/evaluator converter" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToPoseByName", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToSeqEvaluator", "description": "Options for sequence/evaluator converter" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToSeqPlayer", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "HideUnboundPropertyPins", "description": "Hide unbound property pins." }, { "type": "TSharedPtr<FUI...", "name": "OpenRelatedAsset", "description": "Option for opening the asset related to the graph node" }, { "type": "TSharedPtr<FUI...", "name": "RemoveBlendListPin", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "SelectBone", "description": "SkeletalControl specific commands." }, { "type": "TSharedPtr<FUI...", "name": "TogglePoseWatch", "description": "Toggle pose watching for a given node." } ]
FAnimNodeEditMode::ConvertToComponentSpaceTransform
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Local conversion functions for drawing
AnimGraph
static void ConvertToComponentSpaceTransform ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, const FTransform & InTransform, FTransform & OutCSTransform, int32 BoneIndex, EBoneControlSpace Space )
[]
FAnimNodeEditMode::ConvertToBoneSpaceTransform
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
static void ConvertToBoneSpaceTransform ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, const FTransform & InCSTransform, FTransform & OutBSTransform, int32 BoneIndex, EBoneControlSpace Space )
[]
FAnimNodeEditMode::ConvertWidgetLocation
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Convert widget location according to bone control space
AnimGraph
static FVector ConvertWidgetLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelComp, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & InMeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const FVector & InLocation, const EBoneControlSpace Space )
[]
FAnimNodeEditMode::ConvertWidgetLocation
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Convert widget location according to bone control space
AnimGraph
static FVector ConvertWidgetLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelComp, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & InMeshBases, const [FBoneSocketTarget](API\Runtime\Engine\Animation\FBoneSocketTarget) & Target, const FVector & InLocation, const EBoneControlSpace Space )
[]
FAnimNodeEditMode::DoRotation
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called when the widget is dragged in rotation mode
AnimGraph
virtual void DoRotation ( FRotator & InRotation )
[]
FAnimNodeEditMode::DoScale
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called when the widget is dragged in scale mode
AnimGraph
virtual void DoScale ( FVector & InScale )
[]
FAnimNodeEditMode::DoTranslation
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called when the widget is dragged in translation mode
AnimGraph
virtual void DoTranslation ( FVector & InTranslation )
[]
FAnimNodeEditMode::DrawHUD
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Overlays the editor hud (brushes, drag tools, static mesh vertices, etc*.
AnimGraph
virtual void DrawHUD ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )
[]
FAnimNodeEditMode::EditorRuntimeNodePair::EditorRuntimeNodePair
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
EditorRuntimeNodePair &40; UAnimGraphNode_Base &42; InEditorAnimNode, FAnimNode_Base &42; InRuntimeAnimNode &41;
[]
EditorRuntimeNodePair
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
struct EditorRuntimeNodePair
[ { "type": "UAnimGraphNode_...", "name": "EditorAnimNode", "description": "The node we are operating on" }, { "type": "FAnimNode_Base...", "name": "RuntimeAnimNode", "description": "The runtime node in the preview scene" } ]
FAnimNodeEditMode::EndTracking
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual bool EndTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )
[]
FAnimNodeEditMode::EnterMode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called when entering this edit mode
AnimGraph
virtual void EnterMode ( class [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InEditorNode, struct [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )
[]
FAnimNodeEditMode::Exit
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual void Exit()
[]
FAnimNodeEditMode::ExitMode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called when exiting this edit mode
AnimGraph
virtual void ExitMode()
[]
FAnimNodeEditMode::GetActiveWidgetAnimNode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * GetActiveWidgetAnimNode() const
[]
FAnimNodeEditMode::GetCameraTarget
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
IPersonaEditModeinterface
AnimGraph
virtual bool GetCameraTarget ( FSphere & OutTarget ) const
[]
FAnimNodeEditMode::GetActiveWidgetRuntimeAnimNode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetActiveWidgetRuntimeAnimNode() const
[]
FAnimNodeEditMode::GetAnimPreviewScene
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
the anim preview scene
AnimGraph
virtual [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) & GetAnimPreviewScene() const
[]
FAnimNodeEditMode::GetCustomDrawingCoordinateSystem
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual bool GetCustomDrawingCoordinateSystem ( FMatrix & InMatrix, void * InData )
[]
FAnimNodeEditMode::GetOnScreenDebugInfo
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.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.
AnimGraph
virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutDebugInfo ) const
[]
FAnimNodeEditMode::GetSelectedBone
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Get the bone that the skeletal control is manipulating
AnimGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetSelectedBone() const
[]
FAnimNodeEditMode::GetWidgetCoordinateSystem
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
IAnimNodeEditModeinterface
AnimGraph
virtual ECoordSystem GetWidgetCoordinateSystem() const
[]
FAnimNodeEditMode::GetWidgetLocation
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual FVector GetWidgetLocation() const
[]
FAnimNodeEditMode::GetWidgetMode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
current widget mode this anim graph node supports
AnimGraph
virtual [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) GetWidgetMode() const
[]
FAnimNodeEditMode::HandleClick
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual bool HandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )
[]
FAnimNodeEditMode::InputDelta
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual bool InputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale )
[]
FAnimNodeEditMode::GetCustomInputCoordinateSystem
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual bool GetCustomInputCoordinateSystem ( FMatrix & InMatrix, void * InData )
[]
FAnimNodeEditMode::InputKey
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual bool InputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent )
[]
FAnimNodeEditMode::IsManipulatingWidget
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
const bool IsManipulatingWidget() const
[]
FAnimNodeEditMode::RegisterPoseWatchedNode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called when a Pose Watch is created on a node edited by this edit mode
AnimGraph
virtual void RegisterPoseWatchedNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InEditorNode, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )
[]
FAnimNodeEditMode::Render
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
FEdModeinterface
AnimGraph
virtual void Render ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
FAnimNodeEditMode::SetWidgetMode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called when the user set widget mode directly, returns true if InWidgetMode is available
AnimGraph
virtual bool SetWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode )
[]
FAnimNodeEditMode::ShouldDrawWidget
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual bool ShouldDrawWidget() const
[]
FAnimNodeEditMode::StartTracking
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual bool StartTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )
[]
FAnimNodeEditMode::SupportsPoseWatch
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called to determine whether this edit mode should be drawn when nodes edited by this edit mode are pose watched
AnimGraph
virtual bool SupportsPoseWatch()
[]
FAnimNodeEditMode::Tick
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual void Tick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, float DeltaTime )
[]
FAnimNodeEditMode::FAnimNodeEditMode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
FAnimNodeEditMode()
[]
FAnimNodeEditMode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Base implementation for anim node edit modes
AnimGraph
class FAnimNodeEditMode : public [IAnimNodeEditMode](API\Editor\AnimGraph\IAnimNodeEditMode)
[ { "type": "TArray<EditorR...", "name": "PoseWatchedAnimNodes", "description": "" }, { "type": "TArray<EditorR...", "name": "SelectedAnimNodes", "description": "" } ]
FAnimPreviewAttacheInstanceProxy::Evaluate
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h
Evaluate override point true if this function is implemented, false otherwise. Note: the node graph will not be evaluated if this function returns true
AnimGraph
virtual bool Evaluate ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )
[]
FAnimPreviewAttacheInstanceProxy::PreUpdate
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h
Called before update so we can copy any data we need
AnimGraph
virtual void PreUpdate ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, float DeltaSeconds )
[]
FAnimPreviewAttacheInstanceProxy::Initialize
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h
Called when our anim instance is being initialized
AnimGraph
virtual void Initialize ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )
[]
FAnimPreviewAttacheInstanceProxy::UpdateAnimationNode
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h
Updates the anim graph
AnimGraph
virtual void UpdateAnimationNode ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & InContext )
[]
FAnimPreviewAttacheInstanceProxy::FAnimPreviewAttacheInstanceProxy
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h
AnimGraph
FAnimPreviewAttacheInstanceProxy()
[]
FAnimPreviewAttacheInstanceProxy::FAnimPreviewAttacheInstanceProxy
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h
AnimGraph
FAnimPreviewAttacheInstanceProxy ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )
[]
FAnimPreviewAttacheInstanceProxy
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h
Proxy override for this UAnimInstance-derived class
AnimGraph
struct FAnimPreviewAttacheInstanceProxy : public [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy)
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FAnimPreviewInstanceProxy::AddImpulseAtLocation
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
virtual void AddImpulseAtLocation ( FVector Impulse, FVector Location, [FName](API\Runtime\Core\UObject\FName) BoneName )
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FAnimPreviewInstanceProxy::EnableControllers
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void EnableControllers ( bool bEnable )
[]
FAnimPreviewInstanceProxy::AddKeyCompleteDelegate
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
[FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddKeyCompleteDelegate ( FSimpleMulticastDelegate::FDelegate InOnSetKeyCompleteDelegate )
[]
FAnimPreviewInstanceProxy::Evaluate
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Evaluate override point true if this function is implemented, false otherwise. Note: the node graph will not be evaluated if this function returns true
AnimGraph
virtual bool Evaluate ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )
[]
FAnimPreviewInstanceProxy::FindModifiedBone
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
[FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) * FindModifiedBone ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bCurveController )
[]
FAnimPreviewInstanceProxy::GetCurveBoneControllers
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
[TArray](API\Runtime\Core\Containers\TArray)< [FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) > & GetCurveBoneControllers()
[]
FAnimPreviewInstanceProxy::GetBoneControllers
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
[TArray](API\Runtime\Core\Containers\TArray)< [FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) > & GetBoneControllers()
[]
FAnimPreviewInstanceProxy::GetDebugSkeletalMeshComponent
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Gets the external debug skeletal mesh component we are debugging
AnimGraph
[USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetDebugSkeletalMeshComponent() const
[]
FAnimPreviewInstanceProxy::GetForceRetargetBasePose
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
bool GetForceRetargetBasePose() const
[]
FAnimPreviewInstanceProxy::ModifyBone
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
[FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) & ModifyBone ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bCurveController )
[]
FAnimPreviewInstanceProxy::Initialize
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Called when our anim instance is being initialized
AnimGraph
virtual void Initialize ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )
[]
FAnimPreviewInstanceProxy::PreUpdate
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Called before update so we can copy any data we need
AnimGraph
virtual void PreUpdate ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, float DeltaSeconds )
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FAnimPreviewInstanceProxy::RefreshCurveBoneControllers
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void RefreshCurveBoneControllers ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AssetToRefreshFrom )
[]
FAnimPreviewInstanceProxy::RemoveBoneModification
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void RemoveBoneModification ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bCurveController )
[]
FAnimPreviewInstanceProxy::RemoveKeyCompleteDelegate
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void RemoveKeyCompleteDelegate ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InDelegateHandle )
[]
FAnimPreviewInstanceProxy::ResetModifiedBone
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void ResetModifiedBone ( bool bCurveController )
[]
FAnimPreviewInstanceProxy::SetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * NewAsset, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComponent, bool bIsLooping, float InPlayRate )
[]
FAnimPreviewInstanceProxy::SetForceRetargetBasePose
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void SetForceRetargetBasePose ( bool bInForceRetargetBasePose )
[]