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FAnimPreviewInstanceProxy::SetDebugSkeletalMeshComponent
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Sets an external debug skeletal mesh component to use to debug
AnimGraph
void SetDebugSkeletalMeshComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent )
[]
FAnimPreviewInstanceProxy::SetKey
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void SetKey()
[]
FAnimPreviewInstanceProxy::SetSkeletalControlAlpha
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void SetSkeletalControlAlpha ( float InSkeletalControlAlpha )
[]
FAnimPreviewInstanceProxy::Update
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Update override point
AnimGraph
virtual void Update ( float DeltaSeconds )
[]
FAnimPreviewInstanceProxy::UpdateAnimationNode
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Updates the anim graph
AnimGraph
virtual void UpdateAnimationNode ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & InContext )
[]
FAnimPreviewInstanceProxy::FAnimPreviewInstanceProxy
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
FAnimPreviewInstanceProxy()
[]
FAnimPreviewInstanceProxy::FAnimPreviewInstanceProxy
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
FAnimPreviewInstanceProxy ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )
[]
FAnimPreviewInstanceProxy
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Proxy override for this UAnimInstance-derived class
AnimGraph
struct FAnimPreviewInstanceProxy : public [FAnimSingleNodeInstanceProxy](API\Runtime\Engine\Animation\FAnimSingleNodeInstanceProxy)
[]
FEdGraphSchemaAction_NewStateComment::PerformAction
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).
AnimGraph
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )
[]
FEdGraphSchemaAction_NewStateComment::FEdGraphSchemaAction_NewStateComment
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
AnimGraph
FEdGraphSchemaAction_NewStateComment()
[]
FEdGraphSchemaAction_NewStateComment::FEdGraphSchemaAction_NewStateComment
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
AnimGraph
FEdGraphSchemaAction_NewStateComment ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )
[]
FEdGraphSchemaAction_NewStateComment
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Action to create new comment
AnimGraph
struct FEdGraphSchemaAction_NewStateComment : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)
[]
FEdGraphSchemaAction_NewStateNode::AddReferencedObjects
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
GC.
AnimGraph
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
FEdGraphSchemaAction_NewStateNode::PerformAction
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).
AnimGraph
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )
[]
FEdGraphSchemaAction_NewStateNode::FEdGraphSchemaAction_NewStateNode
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
AnimGraph
FEdGraphSchemaAction_NewStateNode()
[]
FEdGraphSchemaAction_NewStateNode::SpawnNodeFromTemplate
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
AnimGraph
template<typename NodeType> static NodeType * SpawnNodeFromTemplate ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, NodeType * InTemplateNode, const FVector2D Location, bool bSelectNewNode )
[]
FEdGraphSchemaAction_NewStateNode::FEdGraphSchemaAction_NewStateNode
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
AnimGraph
FEdGraphSchemaAction_NewStateNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )
[]
FEdGraphSchemaAction_NewStateNode
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Action to add a node to the graph
AnimGraph
struct FEdGraphSchemaAction_NewStateNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)
[ { "type": "TObjectPtr<UEd...", "name": "NodeTemplate", "description": "" } ]
FNodeSpawnData::FNodeSpawnData
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
AnimGraph
FNodeSpawnData()
[]
FNodeSpawnData
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
AnimGraph
struct FNodeSpawnData
[ { "type": "TObjectPtr<UCl...", "name": "AnimInstanceClass", "description": "The instance class the spawned getter is defined on." }, { "type": "FText", "name": "CachedTitle", "description": "Title to use for the spawned node." }, { "type": "TObjectPtr<UFi...", "name": "Getter", "description": "TheUFunction(as aUField)" }, { "type": "FString", "name": "GetterContextString", "description": "String of combined valid contexts for the spawned getter." }, { "type": "TObjectPtr< con...", "name": "SourceBlueprint", "description": "The blueprint the getter is valid within." }, { "type": "TObjectPtr<UAn...", "name": "SourceNode", "description": "The node the spawned getter accesses." }, { "type": "TObjectPtr<UAn...", "name": "SourceStateNode", "description": "The state node the spawned getter accesses." } ]
FPoseLinkMappingRecord::GetLinkedNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
[UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * GetLinkedNode() const
[]
FPoseLinkMappingRecord::GetLinkingNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
[UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * GetLinkingNode() const
[]
FPoseLinkMappingRecord::IsValid
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
bool IsValid() const
[]
FPoseLinkMappingRecord::MakeFromMember
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
static [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) MakeFromMember ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * LinkingNode, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * LinkedNode, [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * MemberProperty )
[]
FPoseLinkMappingRecord::MakeFromArrayEntry
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
static [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) MakeFromArrayEntry ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * LinkingNode, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * LinkedNode, [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProperty, int32 ArrayIndex )
[]
FPoseLinkMappingRecord::MakeInvalid
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
static [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) MakeInvalid()
[]
FPoseLinkMappingRecord::PatchLinkIndex
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
void PatchLinkIndex ( uint8 * DestinationPtr, int32 LinkID, int32 SourceLinkID ) const
[]
FPoseLinkMappingRecord::FPoseLinkMappingRecord
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
FPoseLinkMappingRecord()
[]
FPoseLinkMappingRecord
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
struct FPoseLinkMappingRecord
[ { "type": "FProperty*", "name": "ChildProperty", "description": "Will either be an array property containingFPoseLinkBasederived structs, indexed by ChildPropertyIndex, or aFPoseLinkBasederived struct property." }, { "type": "int32", "name": "ChildPropertyIndex", "description": "Indexwhen ChildProperty is an array." }, { "type": "UAnimGraphNode_...", "name": "LinkedNode", "description": "Linked node for this pose link, can be nullptr." }, { "type": "UAnimGraphNode_...", "name": "LinkingNode", "description": "Linking node for this pose link, can be nullptr." } ]
FPropertyAccessCompilerHandler::AddCopy
/Engine/Source/Editor/AnimGraph/Public/PropertyAccessCompilerHandler.h
Add a copy to the property access library we are compiling an integer handle to the pending copy. This can be resolved to a true copy index by calling MapCopyIndex
AnimGraph
int32 AddCopy ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InSourcePath, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InDestPath, EPropertyAccessBatchType InBatchType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )
[]
FPropertyAccessCompilerHandler::MapCopyIndex
/Engine/Source/Editor/AnimGraph/Public/PropertyAccessCompilerHandler.h
Maps the initial integer copy handle to a true handle, post compilation.
AnimGraph
int32 MapCopyIndex ( int32 InIndex ) const
[]
FPropertyAccessCompilerHandler::OnPostLibraryCompiled
/Engine/Source/Editor/AnimGraph/Public/PropertyAccessCompilerHandler.h
Delegate called when the library is compiled (whether successfully or not)
AnimGraph
FOnPostLibraryCompiled & OnPostLibraryCompiled()
[]
FPropertyAccessCompilerHandler
/Engine/Source/Editor/AnimGraph/Public/PropertyAccessCompilerHandler.h
AnimGraph
class FPropertyAccessCompilerHandler : public [IAnimBlueprintCompilerHandler](API\Editor\AnimGraph\IAnimBlueprintCompilerHandler)
[]
FPropertyAccessCompilerHandler::OnPreLibraryCompiled
/Engine/Source/Editor/AnimGraph/Public/PropertyAccessCompilerHandler.h
Delegate called when the library is compiled (whether successfully or not)
AnimGraph
FSimpleMulticastDelegate & OnPreLibraryCompiled()
[]
IAnimBlueprintCompilationBracketContext::GetAllocatedAnimNodeIndices
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationBracketContext.h
Indexof the nodes (must match up with the runtime discovery process of nodes, which runs thru the property chain)
AnimGraph
const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, int32 > & GetAllocatedAnimNodeIndices() const
[]
IAnimBlueprintCompilationBracketContext::GetAllocatedAnimNodeIndicesImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationBracketContext.h
Map of anim node properties to original anim graph node.
AnimGraph
const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, int32 > & GetAllocatedAnimNodeIndicesImpl() const
[]
IAnimBlueprintCompilationBracketContext::GetMessageLog
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationBracketContext.h
Get the message log for the current compilation.
AnimGraph
[FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetMessageLog() const
[]
IAnimBlueprintCompilationBracketContext::GetMessageLogImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationBracketContext.h
Get the message log for the current compilation.
AnimGraph
[FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetMessageLogImpl() const
[]
IAnimBlueprintCompilationBracketContext::~IAnimBlueprintCompilationBracketContext
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationBracketContext.h
AnimGraph
virtual ~IAnimBlueprintCompilationBracketContext()
[]
IAnimBlueprintCompilationBracketContext
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationBracketContext.h
Interface passed to start/end compilation delegates.
AnimGraph
class IAnimBlueprintCompilationBracketContext
[]
IAnimBlueprintCompilationContext::AddAttributesToNode
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Add the specified compiled-in attribute uniquely to the specified node.
AnimGraph
void AddAttributesToNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > InAttributes ) const
[]
IAnimBlueprintCompilationContext::AddAttributesToNodeImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Add the specified compiled-in attribute uniquely to the specified node.
AnimGraph
void AddAttributesToNodeImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > InAttributes ) const
[]
IAnimBlueprintCompilationContext::AddPoseLinkMappingRecordImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Adds a pose link mapping record.
AnimGraph
void AddPoseLinkMappingRecordImpl ( const [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) & InRecord )
[]
IAnimBlueprintCompilationContext::AddPoseLinkMappingRecord
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Adds a pose link mapping record.
AnimGraph
void AddPoseLinkMappingRecord ( const [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) & InRecord )
[]
IAnimBlueprintCompilationContext::ExpansionStep
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Perform an expansion step for the specified graph.
AnimGraph
void ExpansionStep ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bAllowUbergraphExpansions )
[]
IAnimBlueprintCompilationContext::ExpansionStepImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Perform an expansion step for the specified graph.
AnimGraph
void ExpansionStepImpl ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bAllowUbergraphExpansions )
[]
IAnimBlueprintCompilationContext::FFoldedPropertyRecord::FFoldedPropertyRecord
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
AnimGraph
FFoldedPropertyRecord &40; UAnimGraphNode_Base &42; InAnimGraphNode, FStructProperty &42; InAnimNodeProperty, FProperty &42; InProperty, bool bInIsOnClass &41;
[]
FFoldedPropertyRecord
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Record of a property that can be folded into the class members/constant blocks.
AnimGraph
struct FFoldedPropertyRecord
[ { "type": "UAnimGraphNode_...", "name": "AnimGraphNode", "description": "The anim graph node that this property record came from." }, { "type": "FStructProperty...", "name": "AnimNodeProperty", "description": "The property of the FAnimNode_Base-derived structure within the anim graph node." }, { "type": "bool", "name": "bIsOnClass", "description": "Whether this property will be held on the class (constants on sparse class data), or on the instance (mutables struct)" }, { "type": "int32", "name": "FoldIndex", "description": "The index that this property was folded to. INDEX_NONE if it was not folded." }, { "type": "FProperty*", "name": "GeneratedProperty", "description": "The generated property within the respective data area (either constants or mutables)" }, { "type": "FProperty*", "name": "Property", "description": "The original property within theFAnimNode_Base." }, { "type": "int32", "name": "PropertyIndex", "description": "The index of the property in its respective data area (either constant or mutable) This will be INDEX_NONE if the property was folded." } ]
IAnimBlueprintCompilationContext::Get
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Get a compilation context from a kismet compiler context assuming that it is an FAnimBlueprintCompilerContext.
AnimGraph
static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) > Get ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & InKismetCompiler )
[]
IAnimBlueprintCompilationContext::FindClassFProperty
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Find a property in the currently-compiled class.
AnimGraph
template<typename FieldType> FieldType * FindClassFProperty ( const TCHAR * InFieldPath ) const
[]
IAnimBlueprintCompilationContext::GetAllocatedAnimNodeIndicesImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Indexof the nodes (must match up with the runtime discovery process of nodes, which runs thru the property chain)
AnimGraph
const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, int32 > & GetAllocatedAnimNodeIndicesImpl() const
[]
IAnimBlueprintCompilationContext::GetAllocatedAnimNodeIndices
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Indexof the nodes (must match up with the runtime discovery process of nodes, which runs thru the property chain)
AnimGraph
const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, int32 > & GetAllocatedAnimNodeIndices() const
[]
IAnimBlueprintCompilationContext::GetAllocatedPropertiesByIndex
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Map of anim node indices to node properties.
AnimGraph
const [TMap](API\Runtime\Core\Containers\TMap)< int32, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & GetAllocatedPropertiesByIndex() const
[]
IAnimBlueprintCompilationContext::GetAllocatedPropertiesByNode
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Map of anim node indices to node properties.
AnimGraph
const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & GetAllocatedPropertiesByNode() const
[]
IAnimBlueprintCompilationContext::GetAllocatedPropertiesByIndexImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Map of anim node indices to node properties.
AnimGraph
const [TMap](API\Runtime\Core\Containers\TMap)< int32, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & GetAllocatedPropertiesByIndexImpl() const
[]
IAnimBlueprintCompilationContext::GetAllocatedPropertiesByNodeImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Map of anim node indices to node properties.
AnimGraph
const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & GetAllocatedPropertiesByNodeImpl() const
[]
IAnimBlueprintCompilationContext::GetAllocationIndexOfNodeImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Returns the allocation index of the specified node, processing it if it was pending.
AnimGraph
int32 GetAllocationIndexOfNodeImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * VisualAnimNode ) const
[]
IAnimBlueprintCompilationContext::GetAllocationIndexOfNode
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Returns the allocation index of the specified node, processing it if it was pending.
AnimGraph
int32 GetAllocationIndexOfNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * VisualAnimNode ) const
[]
IAnimBlueprintCompilationContext::GetAnimBlueprint
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Get the currently-compiled anim blueprint.
AnimGraph
const [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const
[]
IAnimBlueprintCompilationContext::GetAnimBlueprintImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Get the currently-compiled anim blueprint.
AnimGraph
const [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprintImpl() const
[]
IAnimBlueprintCompilationContext::GetAttributesFromNode
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Get the current compiled-in attributes uniquely assigned to the specified node.
AnimGraph
[TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > GetAttributesFromNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode ) const
[]
IAnimBlueprintCompilationContext::GetAttributesFromNodeImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Get the current compiled-in attributes uniquely assigned to the specified node.
AnimGraph
[TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > GetAttributesFromNodeImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode ) const
[]
IAnimBlueprintCompilationContext::GetBlueprint
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Get the currently-compiled blueprint.
AnimGraph
const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprint() const
[]
IAnimBlueprintCompilationContext::GetBlueprintImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Get the currently-compiled blueprint.
AnimGraph
const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprintImpl() const
[]
IAnimBlueprintCompilationContext::GetConsolidatedEventGraph
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Get the consolidated uber graph during compilation.
AnimGraph
[UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetConsolidatedEventGraph() const
[]
IAnimBlueprintCompilationContext::GetConsolidatedEventGraphImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Get the consolidated uber graph during compilation.
AnimGraph
[UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetConsolidatedEventGraphImpl() const
[]
IAnimBlueprintCompilationContext::GetFoldedPropertyRecord
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Get the folded property record, if any, for the supplied node & named property.
AnimGraph
const [FFoldedPropertyRecord](API\Editor\AnimGraph\IAnimBlueprintCompilationContext\FFoldedPropertyRecord) * GetFoldedPropertyRecord ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode, [FName](API\Runtime\Core\UObject\FName) InPropertyName ) const
[]
IAnimBlueprintCompilationContext::GetFoldedPropertyRecordImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Get the folded property record, if any, for the supplied node & named property.
AnimGraph
const [FFoldedPropertyRecord](API\Editor\AnimGraph\IAnimBlueprintCompilationContext\FFoldedPropertyRecord) * GetFoldedPropertyRecordImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode, [FName](API\Runtime\Core\UObject\FName) InPropertyName ) const
[]
IAnimBlueprintCompilationContext::GetLinkedAnimNodes
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Gets all anim graph nodes that are piped into the provided node (traverses input pins)
AnimGraph
void GetLinkedAnimNodes ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InGraphNode, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & LinkedAnimNodes ) const
[]
IAnimBlueprintCompilationContext::GetKismetCompiler
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Get the compiler as a base class to avoid circular include issues with templated functions/classes.
AnimGraph
[FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) * GetKismetCompiler() const
[]
IAnimBlueprintCompilationContext::GetLinkedAnimNodesImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Gets all anim graph nodes that are piped into the provided node (traverses input pins)
AnimGraph
void GetLinkedAnimNodesImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InGraphNode, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & LinkedAnimNodes ) const
[]
IAnimBlueprintCompilationContext::GetMessageLog
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Get the message log for the current compilation.
AnimGraph
[FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetMessageLog() const
[]
IAnimBlueprintCompilationContext::GetMessageLogImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Get the message log for the current compilation.
AnimGraph
[FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetMessageLogImpl() const
[]
IAnimBlueprintCompilationContext::GetMutableDataProperty
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Get the generated property of the class that mutable data is added to.
AnimGraph
virtual const [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetMutableDataProperty() const
[]
IAnimBlueprintCompilationContext::GetMutableDataPropertyImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Get the generated property of the class that mutable data is added to.
AnimGraph
const [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetMutableDataPropertyImpl() const
[]
IAnimBlueprintCompilationContext::GetSourceNodeToProcessedNodeMap
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Map of true source objects (user edited ones) to the cloned ones that are actually compiled.
AnimGraph
const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & GetSourceNodeToProcessedNodeMap() const
[]
IAnimBlueprintCompilationContext::GetSourceNodeToProcessedNodeMapImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Map of true source objects (user edited ones) to the cloned ones that are actually compiled.
AnimGraph
const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & GetSourceNodeToProcessedNodeMapImpl() const
[]
IAnimBlueprintCompilationContext::IsAnimGraphNodeFolded
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Check whether an anim node participates in constant folding.
AnimGraph
bool IsAnimGraphNodeFolded ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode ) const
[]
IAnimBlueprintCompilationContext::IsAnimGraphNodeFoldedImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Check whether an anim node participates in constant folding.
AnimGraph
bool IsAnimGraphNodeFoldedImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode ) const
[]
IAnimBlueprintCompilationContext::ProcessAnimationNodes
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Process the passed-in list of nodes.
AnimGraph
void ProcessAnimationNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & AnimNodeList )
[]
IAnimBlueprintCompilationContext::ProcessAnimationNodesImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Process the passed-in list of nodes.
AnimGraph
void ProcessAnimationNodesImpl ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & AnimNodeList )
[]
IAnimBlueprintCompilationContext::PruneIsolatedAnimationNodesImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Prunes any nodes that aren't reachable via a pose link.
AnimGraph
void PruneIsolatedAnimationNodesImpl ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & RootSet, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & GraphNodes )
[]
IAnimBlueprintCompilationContext::PruneIsolatedAnimationNodes
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Prunes any nodes that aren't reachable via a pose link.
AnimGraph
void PruneIsolatedAnimationNodes ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & RootSet, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & GraphNodes )
[]
IAnimBlueprintCompilationContext::SpawnIntermediateEventNode
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Spawns an intermediate event node associated with the source node (for error purposes)
AnimGraph
template<typename NodeType> NodeType * SpawnIntermediateEventNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * SourceNode, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph )
[]
IAnimBlueprintCompilationContext::SpawnIntermediateNode
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Spawns an intermediate node associated with the source node (for error purposes)
AnimGraph
template<typename NodeType> NodeType * SpawnIntermediateNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * SourceNode, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph )
[]
IAnimBlueprintCompilationContext::ValidateGraphIsWellFormedImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Performs standard validation on the graph (outputs point to inputs, no more than one connection to each input, types match on both ends, etc...)
AnimGraph
bool ValidateGraphIsWellFormedImpl ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const
[]
IAnimBlueprintCompilationContext::ValidateGraphIsWellFormed
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Performs standard validation on the graph (outputs point to inputs, no more than one connection to each input, types match on both ends, etc...)
AnimGraph
bool ValidateGraphIsWellFormed ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const
[]
IAnimBlueprintCompilationContext::~IAnimBlueprintCompilationContext
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
AnimGraph
virtual ~IAnimBlueprintCompilationContext()
[]
IAnimBlueprintCompilationContext
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h
Interface to the anim BP compiler context for use while compilation is in progress
AnimGraph
class IAnimBlueprintCompilationContext
[]
IAnimBlueprintCompilerCreationContext::OnCopyTermDefaultsToDefaultObject
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilerCreationContext.h
Deprecated* Anim BP compiler delegate system is deprecated. UseUAnimBlueprintExtensioninstead
AnimGraph
virtual FOnCopyTermDefaultsToDefaultObject & OnCopyTermDefaultsToDefaultObject()
[]
IAnimBlueprintCompilerCreationContext::OnFinishCompilingClass
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilerCreationContext.h
Deprecated* Anim BP compiler delegate system is deprecated. UseUAnimBlueprintExtensioninstead
AnimGraph
virtual FOnFinishCompilingClass & OnFinishCompilingClass()
[]
IAnimBlueprintCompilerCreationContext::OnPostExpansionStep
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilerCreationContext.h
Deprecated* Anim BP compiler delegate system is deprecated. UseUAnimBlueprintExtensioninstead
AnimGraph
virtual FOnPostExpansionStep & OnPostExpansionStep()
[]
IAnimBlueprintCompilerCreationContext::OnPostProcessAnimationNodes
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilerCreationContext.h
Deprecated* Anim BP compiler delegate system is deprecated. UseUAnimBlueprintExtensioninstead
AnimGraph
virtual FOnPostProcessAnimationNodes & OnPostProcessAnimationNodes()
[]
IAnimBlueprintCompilerCreationContext::OnPreProcessAnimationNodes
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilerCreationContext.h
Deprecated* Anim BP compiler delegate system is deprecated. UseUAnimBlueprintExtensioninstead
AnimGraph
virtual FOnPreProcessAnimationNodes & OnPreProcessAnimationNodes()
[]
IAnimBlueprintCompilerCreationContext::OnStartCompilingClass
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilerCreationContext.h
Deprecated* Anim BP compiler delegate system is deprecated. UseUAnimBlueprintExtensioninstead
AnimGraph
virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSFOnStartCompilingClass & OnStartCompilingClass()
[]
IAnimBlueprintCompilerCreationContext::RegisterKnownGraphSchema
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilerCreationContext.h
Registers a graphs schema class to the anim BP compiler so that default function processing is not performed on it
AnimGraph
void RegisterKnownGraphSchema ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) > InGraphSchemaClass )
[]
IAnimBlueprintCompilerCreationContext::~IAnimBlueprintCompilerCreationContext
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilerCreationContext.h
AnimGraph
virtual ~IAnimBlueprintCompilerCreationContext()
[]
IAnimBlueprintCompilerHandler::~IAnimBlueprintCompilerHandler
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilerHandler.h
AnimGraph
virtual ~IAnimBlueprintCompilerHandler()
[]
IAnimBlueprintCompilerCreationContext
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilerCreationContext.h
Interface to the creation of an anim BP compiler context
AnimGraph
class IAnimBlueprintCompilerCreationContext
[]
IAnimBlueprintCompilerHandler
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilerHandler.h
Empty base class for handlers that are maintained for the lifetime of the compiler context
AnimGraph
class IAnimBlueprintCompilerHandler
[]