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UAnimationCustomTransitionSchema::UAnimationCustomTransitionSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationCustomTransitionSchema.h
AnimGraph
UAnimationCustomTransitionSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimationCustomTransitionSchema::HandleGraphBeingDeleted
/Engine/Source/Editor/AnimGraph/Public/AnimationCustomTransitionSchema.h
Handle a graph being removed by the user (potentially removing associated bound nodes, etc...)
AnimGraph
virtual void HandleGraphBeingDeleted ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & GraphBeingRemoved ) const
[]
UAnimationCustomTransitionSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationCustomTransitionSchema.h
AnimGraph
class UAnimationCustomTransitionSchema : public [UAnimationGraphSchema](API\Editor\AnimGraph\UAnimationGraphSchema)
[]
UAnimationGraph::GetGraphNodesOfClass
/Engine/Source/Editor/AnimGraph/Public/AnimationGraph.h
Returns contained graph nodes of the specified (or child) class
AnimGraph
void GetGraphNodesOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) > NodeClass, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & GraphNodes, bool bIncludeChildClasses )
[]
UAnimationGraph::UAnimationGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationGraph.h
AnimGraph
UAnimationGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimationGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationGraph.h
AnimGraph
class UAnimationGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)
[ { "type": "FAnimGraphBlend...", "name": "BlendOptions", "description": "Blending options for animation graphs in Linked Animation Blueprints." }, { "type": "FOnPinDefaultVa...", "name": "OnPinDefaultValueChanged", "description": "Delegate fired when a pin's default value is changed" } ]
UAnimationGraphSchema::ArePinsCompatible
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Returns true if the types and directions of two pins are schema compatible. Handles outputting a more derived type to an input pin expecting a less derived type. true if the pin types and directions are compatible.
AnimGraph
virtual bool ArePinsCompatible ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * CallingContext, bool bIgnoreArray ) const
[]
UAnimationGraphSchema::AutoArrangeInterfaceGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Auto-arranges a graph's inputs and outputs. Does nothing to nodes that are not roots or inputs
AnimGraph
static void AutoArrangeInterfaceGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph )
[]
UAnimationGraphSchema::BeginGraphDragAction
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Begins a drag and drop action to drag a graph action into another graph
AnimGraph
virtual [FReply](API\Runtime\SlateCore\Input\FReply) BeginGraphDragAction ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > InAction, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent ) const
[]
UAnimationGraphSchema::CanDuplicateGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Can this graph type be duplicated?
AnimGraph
virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const
[]
UAnimationGraphSchema::CanShowDataTooltipForPin
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Checks to see if a pin supports Pin Value Inspection Tooltips true if it supports data tooltips
AnimGraph
virtual bool CanShowDataTooltipForPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const
[]
UAnimationGraphSchema::CanGraphBeDropped
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Can the function graph be dropped into another graph
AnimGraph
virtual bool CanGraphBeDropped ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > InAction ) const
[]
UAnimationGraphSchema::ConformAnimGraphToInterface
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Conforms an anim graph to an interface function
AnimGraph
static void ConformAnimGraphToInterface ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & InGraph, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction )
[]
UAnimationGraphSchema::ConformAnimLayersByGuid
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Conforms anim layer nodes to an interface desc by GUID
AnimGraph
static void ConformAnimLayersByGuid ( const [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, const [FBPInterfaceDescription](API\Runtime\Engine\Engine\FBPInterfaceDescription) & CurrentInterfaceDesc )
[]
UAnimationGraphSchema::CreateDefaultNodesForGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Populate new graph with any default nodes
AnimGraph
virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const
[]
UAnimationGraphSchema::CreateAutomaticConversionNodeAndConnections
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Try to create an automatic cast or other conversion node node to facilitate a connection between two pins. It makes the cast node, a connection between A and the cast node, and a connection from the cast node to B.two This method is called when a connection is made where CanCreateConnection returned bCanAutoConvert. True if a cast node and connection were made; false if the connection failed and had no side effects.
AnimGraph
virtual bool CreateAutomaticConversionNodeAndConnections ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const
[]
UAnimationGraphSchema::CreateFunctionGraphTerminators
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Populate new function graph with entry and possibly return node
AnimGraph
virtual void CreateFunctionGraphTerminators ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) const
[]
UAnimationGraphSchema::DoesSupportAnimNotifyActions
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Some inherited schemas don't want anim-notify actions listed, so this is an easy way to check that
AnimGraph
virtual bool DoesSupportAnimNotifyActions() const
[]
UAnimationGraphSchema::DetermineConnectionResponseOfCompatibleTypedPins
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Returns the connection response for connecting PinA to PinB, which have already been determined to be compatible types with a compatible direction. InputPin and OutputPin are PinA and PinB or vis versa, indicating their direction. The message and action to take on trying to make this connection.
AnimGraph
virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) DetermineConnectionResponseOfCompatibleTypedPins ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin ) const
[]
UAnimationGraphSchema::DoesSupportCollapsedNodes
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Determine if this graph supports collapsing nodes into subgraphs True if this schema supports collapsed node subgraphs
AnimGraph
virtual bool DoesSupportCollapsedNodes() const
[]
UAnimationGraphSchema::DoesSupportEventDispatcher
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Determine if this graph supports event dispatcher True if this schema supports Event Dispatcher
AnimGraph
virtual bool DoesSupportEventDispatcher() const
[]
UAnimationGraphSchema::DroppedAssetsOnGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Called when asset(s) are dropped onto a graph background.
AnimGraph
virtual void DroppedAssetsOnGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const
[]
UAnimationGraphSchema::DroppedAssetsOnNode
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Called when asset(s) are dropped onto the specified node
AnimGraph
virtual void DroppedAssetsOnNode ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node ) const
[]
UAnimationGraphSchema::DroppedAssetsOnPin
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Called when asset(s) are dropped onto the specified pin
AnimGraph
virtual void DroppedAssetsOnPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UAnimationGraphSchema::GetAssetsGraphHoverMessage
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified graph
AnimGraph
virtual void GetAssetsGraphHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * HoverGraph, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const
[]
UAnimationGraphSchema::GetAssetsNodeHoverMessage
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified node
AnimGraph
virtual void GetAssetsNodeHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * HoverNode, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const
[]
UAnimationGraphSchema::GetAssetsPinHoverMessage
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified pin
AnimGraph
virtual void GetAssetsPinHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * HoverPin, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const
[]
UAnimationGraphSchema::GetContextMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Gets actions that should be added to the right-click context menu for a node or pin
AnimGraph
virtual void GetContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UAnimationGraphSchema::GetGraphDisplayInformation
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Gets display information for a graph
AnimGraph
virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const
[]
UAnimationGraphSchema::GetGraphType
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
The type of graph (function vs. ubergraph) that this that TestEdGraph is.
AnimGraph
virtual EGraphType GetGraphType ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TestEdGraph ) const
[]
UAnimationGraphSchema::GetPinDisplayName
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Get the name to show in the editor
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetPinDisplayName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UAnimationGraphSchema::GetPinTypeColor
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Gets the draw color of a pin based on it's type. The color representing the passed in type.
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const
[]
UAnimationGraphSchema::GetPositionForNewLinkedInputPoseNode
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Find a position for a newly created linked input pose
AnimGraph
static FVector2D GetPositionForNewLinkedInputPoseNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & InGraph )
[]
UAnimationGraphSchema::GetPositionForNewSubInputNode
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Deprecated* Function renamed, please use GetPositionForNewLinkedInputPoseNode
AnimGraph
static FVector2D GetPositionForNewSubInputNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & InGraph )
[]
UAnimationGraphSchema::HideUnboundPropertyPins
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Unexpose pins that are unused on a linked anim graph node
AnimGraph
static void HideUnboundPropertyPins ( [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-) * Node )
[]
UAnimationGraphSchema::HandleGraphBeingDeleted
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Handle a graph being removed by the user (potentially removing associated bound nodes, etc...)
AnimGraph
virtual void HandleGraphBeingDeleted ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & GraphBeingRemoved ) const
[]
UAnimationGraphSchema::IsComponentSpacePosePin
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Checks to see whether the passed-in pin type is a component space pose pin
AnimGraph
static bool IsComponentSpacePosePin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType )
[]
UAnimationGraphSchema::IsLocalSpacePosePin
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Checks to see whether the passed-in pin type is a local space pose pin
AnimGraph
static bool IsLocalSpacePosePin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType )
[]
UAnimationGraphSchema::IsPosePin
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Checks to see whether the passed-in pin type is a pose pin (local or component space)
AnimGraph
static bool IsPosePin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType )
[]
UAnimationGraphSchema::MakeBindingWidgetForPin
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Create a binding widget for the specified named pin on the specified anim graph nodes
AnimGraph
static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeBindingWidgetForPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & InAnimGraphNodes, [FName](API\Runtime\Core\UObject\FName) InPinName, bool bInOnGraphNode, [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > bInIsEnabled )
[]
UAnimationGraphSchema::MakeComponentSpacePosePin
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Makes a component space pose pin type
AnimGraph
static [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) MakeComponentSpacePosePin()
[]
UAnimationGraphSchema::MakeLocalSpacePosePin
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Makes a local space pose pin type
AnimGraph
static [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) MakeLocalSpacePosePin()
[]
UAnimationGraphSchema::SearchForAutocastFunction
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
AnimGraph
virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FSearchForAutocastFunctionResults](API\Editor\BlueprintGraph\UEdGraphSchema_K2\FSearchForAutocastFunctionResult-) > SearchForAutocastFunction ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & OutputPinType, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InputPinType ) const
[]
UAnimationGraphSchema::SearchForAutocastFunction
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Deprecated* Use the FSearchForAutocastFunctionResults variant.
AnimGraph
virtual bool SearchForAutocastFunction ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & OutputPinType, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InputPinType, [FName](API\Runtime\Core\UObject\FName) & TargetFunction, [UClass](API\Runtime\CoreUObject\UObject\UClass) *& FunctionOwner ) const
[]
UAnimationGraphSchema::ShouldAlwaysPurgeOnModification
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
When a node is removed, this method determines whether we should remove it immediately or use the old (slower) code path that results in all node being recreated:
AnimGraph
virtual bool ShouldAlwaysPurgeOnModification() const
[]
UAnimationGraphSchema::SpawnNodeFromAsset
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Spawn the correct node in the Animation Graph using the given AnimationAsset at the supplied location
AnimGraph
static void SpawnNodeFromAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinIfAvailable )
[]
UAnimationGraphSchema::SpawnRigidBodyNodeFromAsset
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Spawn a rigid body node if we drop a physics asset on the graph
AnimGraph
static void SpawnRigidBodyNodeFromAsset ( [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * Asset, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )
[]
UAnimationGraphSchema::UpdateNodeWithAsset
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Update the specified node to a new asset
AnimGraph
static void UpdateNodeWithAsset ( class [UK2Node](API\Editor\BlueprintGraph\UK2Node) * K2Node, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
[]
UAnimationGraphSchema::UAnimationGraphSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
AnimGraph
UAnimationGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimationGraphSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
AnimGraph
class UAnimationGraphSchema : public [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2)
[ { "type": "FName", "name": "DefaultEvaluationHandlerName", "description": "" }, { "type": "FName", "name": "NAME_AlwaysAsPin", "description": "" }, { "type": "FName", "name": "NAME_CustomizeProperty", "description": "" }, { "type": "FName", "name": "NAME_NeverAsPin", "description": "" }, { "type": "FName", "name": "NAME_OnEvaluate", "description": "" }, { "type": "FName", "name": "NAME_PinHiddenByDefault", "description": "" }, { "type": "FName", "name": "NAME_PinShownByDefault", "description": "" }, { "type": "FString", "name": "PN_SequenceName", "description": "Common PinNames." } ]
UAnimationStateGraph::GetResultNode
/Engine/Source/Editor/AnimGraph/Public/AnimationStateGraph.h
AnimGraph
[UAnimGraphNode_StateResult](API\Editor\AnimGraph\UAnimGraphNode_StateResult) * GetResultNode()
[]
UAnimationStateGraphSchema::CanDuplicateGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationStateGraphSchema.h
Can this graph type be duplicated?
AnimGraph
virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const
[]
UAnimationStateGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationStateGraph.h
AnimGraph
class UAnimationStateGraph : public [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph)
[ { "type": "TObjectPtr< cla...", "name": "MyResultNode", "description": "Result node within the state's animation graph." } ]
UAnimationStateGraphSchema::CreateDefaultNodesForGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationStateGraphSchema.h
Populate new graph with any default nodes
AnimGraph
virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const
[]
UAnimationStateGraphSchema::GetGraphDisplayInformation
/Engine/Source/Editor/AnimGraph/Public/AnimationStateGraphSchema.h
Gets display information for a graph
AnimGraph
virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const
[]
UAnimationStateGraphSchema::UAnimationStateGraphSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationStateGraphSchema.h
AnimGraph
UAnimationStateGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimationGraphSchema::TryCreateConnection
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Try to make a connection between two pins. True if a connection was made/broken (graph was modified); false if the connection failed and had no side effects.
AnimGraph
virtual bool TryCreateConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const
[]
UAnimationStateGraphSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationStateGraphSchema.h
AnimGraph
class UAnimationStateGraphSchema : public [UAnimationGraphSchema](API\Editor\AnimGraph\UAnimationGraphSchema)
[]
UAnimationStateMachineGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineGraph.h
AnimGraph
class UAnimationStateMachineGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)
[ { "type": "TObjectPtr< cla...", "name": "EntryNode", "description": "Entry node within the state machine." }, { "type": "TObjectPtr< cla...", "name": "OwnerAnimGraphNode", "description": "Parent instance node." } ]
UAnimationStateMachineGraph::UAnimationStateMachineGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineGraph.h
AnimGraph
UAnimationStateMachineGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimationStateMachineSchema::BreakNodeLinks
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Breaks all links from/to a single node
AnimGraph
virtual void BreakNodeLinks ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & TargetNode ) const
[]
UAnimationStateMachineSchema::BreakPinLinks
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Breaks all links from/to a single pin
AnimGraph
virtual void BreakPinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & TargetPin, bool bSendsNodeNotifcation ) const
[]
UAnimationStateGraph::UAnimationStateGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationStateGraph.h
AnimGraph
UAnimationStateGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimationStateMachineSchema::BreakSinglePinLink
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Breaks the link between two nodes.
AnimGraph
virtual void BreakSinglePinLink ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin ) const
[]
UAnimationStateMachineSchema::CanCreateConnection
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Determine if a connection can be created between two pins. An empty string if the connection is legal, otherwise a message describing why the connection would fail.
AnimGraph
virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanCreateConnection ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const
[]
UAnimationStateMachineSchema::CreateAutomaticConversionNodeAndConnections
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Try to create an automatic cast or other conversion node node to facilitate a connection between two pins. It makes the cast node, a connection between A and the cast node, and a connection from the cast node to B.two This method is called when a connection is made where CanCreateConnection returned bCanAutoConvert. True if a cast node and connection were made; false if the connection failed and had no side effects.
AnimGraph
virtual bool CreateAutomaticConversionNodeAndConnections ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const
[]
UAnimationStateMachineSchema::CanRelinkConnectionToPin
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Determine if a connection can be relinked to the given pin. A message describing if the operation can succeed or why the relink operation would fail.
AnimGraph
virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanRelinkConnectionToPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldSourcePin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPinCandidate ) const
[]
UAnimationStateMachineSchema::CreateDefaultNodesForGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Populate new graph with any default nodes
AnimGraph
virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const
[]
UAnimationStateMachineSchema::DroppedAssetsOnGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Called when asset(s) are dropped onto a graph background.
AnimGraph
virtual void DroppedAssetsOnGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const
[]
UAnimationStateMachineSchema::DroppedAssetsOnNode
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Called when asset(s) are dropped onto the specified node
AnimGraph
virtual void DroppedAssetsOnNode ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node ) const
[]
UAnimationStateMachineSchema::DroppedAssetsOnPin
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Called when asset(s) are dropped onto the specified pin
AnimGraph
virtual void DroppedAssetsOnPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UAnimationStateMachineSchema::GetAssetsNodeHoverMessage
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified node
AnimGraph
virtual void GetAssetsNodeHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * HoverNode, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const
[]
UAnimationStateMachineSchema::GetAssetsPinHoverMessage
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified pin
AnimGraph
virtual void GetAssetsPinHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * HoverPin, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const
[]
UAnimationStateMachineSchema::GetContextMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Gets actions that should be added to the right-click context menu for a node or pin
AnimGraph
virtual void GetContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UAnimationStateMachineSchema::GetGraphContextActions
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Get all actions that can be performed when right clicking on a graph or drag-releasing on a graph from a pin
AnimGraph
virtual void GetGraphContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder ) const
[]
UAnimationStateMachineSchema::GetGraphType
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
The type of graph (function vs. ubergraph) that this that TestEdGraph is.
AnimGraph
virtual EGraphType GetGraphType ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TestEdGraph ) const
[]
UAnimationStateMachineSchema::GetGraphDisplayInformation
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Gets display information for a graph
AnimGraph
virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const
[]
UAnimationStateMachineSchema::GetPinTypeColor
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Gets the draw color of a pin based on it's type. The color representing the passed in type.
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const
[]
UAnimationStateMachineSchema::IsConnectionRelinkingAllowed
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Is this schema supporting connection relinking for the given pin?
AnimGraph
virtual bool IsConnectionRelinkingAllowed ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const
[]
PC_Exec
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
AnimGraph
static const [FName](API\Runtime\Core\UObject\FName) PC_Exec;
[]
UAnimationStateMachineSchema::TryCreateConnection
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Try to make a connection between two pins. True if a connection was made/broken (graph was modified); false if the connection failed and had no side effects.
AnimGraph
virtual bool TryCreateConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const
[]
UAnimationStateMachineSchema::UAnimationStateMachineSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
AnimGraph
UAnimationStateMachineSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimationStateMachineSchema::TryRelinkConnectionTarget
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Try relinking the connection starting at the old source and target pins and relink it to the new target pin.
AnimGraph
virtual bool TryRelinkConnectionTarget ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldTargetPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewTargetPin, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InSelectedGraphNodes ) const
[]
UAnimationStateMachineSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
AnimGraph
class UAnimationStateMachineSchema : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)
[]
UAnimationTransitionGraph::UAnimationTransitionGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationTransitionGraph.h
AnimGraph
UAnimationTransitionGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimationTransitionGraph::GetResultNode
/Engine/Source/Editor/AnimGraph/Public/AnimationTransitionGraph.h
AnimGraph
[UAnimGraphNode_TransitionResult](API\Editor\AnimGraph\UAnimGraphNode_TransitionResult) * GetResultNode()
[]
UAnimationTransitionGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationTransitionGraph.h
AnimGraph
class UAnimationTransitionGraph : public [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph)
[ { "type": "TObjectPtr< cla...", "name": "MyResultNode", "description": "" } ]
UAnimationTransitionSchema::CanDuplicateGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.h
Can this graph type be duplicated?
AnimGraph
virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const
[]
UAnimationTransitionSchema::CreateDefaultNodesForGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.h
Populate new graph with any default nodes
AnimGraph
virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const
[]
UAnimationTransitionSchema::DoesSupportCollapsedNodes
/Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.h
Determine if this graph supports collapsing nodes into subgraphs True if this schema supports collapsed node subgraphs
AnimGraph
virtual bool DoesSupportCollapsedNodes() const
[]
UAnimationTransitionSchema::DoesSupportEventDispatcher
/Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.h
Determine if this graph supports event dispatcher True if this schema supports Event Dispatcher
AnimGraph
virtual bool DoesSupportEventDispatcher() const
[]
UAnimationTransitionSchema::HandleGraphBeingDeleted
/Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.h
Handle a graph being removed by the user (potentially removing associated bound nodes, etc...)
AnimGraph
virtual void HandleGraphBeingDeleted ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & GraphBeingRemoved ) const
[]
UAnimationTransitionSchema::GetGraphDisplayInformation
/Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.h
Gets display information for a graph
AnimGraph
virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const
[]
UAnimationTransitionSchema::ShouldAlwaysPurgeOnModification
/Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.h
When a node is removed, this method determines whether we should remove it immediately or use the old (slower) code path that results in all node being recreated:
AnimGraph
virtual bool ShouldAlwaysPurgeOnModification() const
[]
UAnimationTransitionSchema::UAnimationTransitionSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.h
AnimGraph
UAnimationTransitionSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimationTransitionSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.h
This class is the schema for transition rule graphs in animation state machines.
AnimGraph
class UAnimationTransitionSchema : public [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2)
[]
UAnimBlueprintExtension::FindExtension
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Get an already-requested extension for an anim blueprint. nullptr if the extension is not found.
AnimGraph
template<typename ExtensionType> static ExtensionType * FindExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )
[]
UAnimBlueprintExtension::ForEachExtension
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Iterate over all registered UAnimBlueprintExtensions in an anim BP
AnimGraph
static void ForEachExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) *)> InFunction )
[]
UAnimBlueprintExtension::GetAnimBlueprint
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Get the anim blueprint that hosts this extension
AnimGraph
[UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const
[]
UAnimBlueprintExtension::GetClassData
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Get the defaults that will be held on the class
AnimGraph
template<typename ClassDataType> ClassDataType & GetClassData()
[]