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UAnimBlueprintExtension::GetClassDataProperty
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Get the property of the class data
AnimGraph
const [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetClassDataProperty() const
[]
UAnimBlueprintExtension::GetClassDataType
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Get the structure that will be added to any anim BP class
AnimGraph
const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetClassDataType() const
[]
UAnimBlueprintExtension::GetExtension
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Get an already-requested extension for an anim blueprint. Will assert if the extension is not found.
AnimGraph
template<typename ExtensionType> static ExtensionType * GetExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )
[]
UAnimBlueprintExtension::GetExtensions
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Get all subsystems currently present on an anim blueprint
AnimGraph
static [TArray](API\Runtime\Core\Containers\TArray)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) * > GetExtensions ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )
[]
UAnimBlueprintExtension::GetExtension
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Get an already-requested an anim blueprint extension for an anim blueprint.
AnimGraph
static [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) * GetExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) > InExtensionType )
[]
UAnimBlueprintExtension::GetInstanceData
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Get the defaults that will be held on the instance
AnimGraph
template<typename InstanceDataType> InstanceDataType & GetInstanceData()
[]
UAnimBlueprintExtension::GetInstanceDataType
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Get the structure that will be added to any BP-derivedUAnimInstance
AnimGraph
const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetInstanceDataType() const
[]
UAnimBlueprintExtension::GetInstanceDataProperty
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Get the property of the instance data
AnimGraph
const [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetInstanceDataProperty() const
[]
UAnimBlueprintExtension::RefreshExtensions
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Refresh all extensions according to nodes present in an anim BP
AnimGraph
static void RefreshExtensions ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )
[]
UAnimBlueprintExtension::RequestExtension
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Request an anim blueprint extension for an anim blueprint. It is illegal to perform this operation once compilation has commenced, use GetExtension instead.
AnimGraph
template<typename ExtensionType> static ExtensionType * RequestExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )
[]
UAnimBlueprintExtension::RequestExtension
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Request an anim blueprint extension for an anim blueprint. It is illegal to perform this operation once compilation has commenced, use GetExtension instead.
AnimGraph
static [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) * RequestExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) > InExtensionType )
[]
UAnimBlueprintExtension::RequestExtensionsForNode
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Request all extensions that a node needs
AnimGraph
static void RequestExtensionsForNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InAnimGraphNode )
[]
UAnimBlueprintExtension
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h
Extension that allows per-system data to be held on the anim blueprint, and per-system logic to be executed during compilation
AnimGraph
class UAnimBlueprintExtension : public [UBlueprintExtension](API\Runtime\Engine\Blueprint\UBlueprintExtension)
[]
UAnimBlueprintExtension_PropertyAccess::AddCopy
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.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
[FPropertyAccessHandle](API\Editor\UnrealEd\FPropertyAccessHandle) 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, const [FName](API\Runtime\Core\UObject\FName) & InContextId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )
[]
UAnimBlueprintExtension_PropertyAccess::AddCopy
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h
Deprecated* Please use AddCopy with a context ID
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 )
[]
ContextId_Automatic
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h
Try to determine the context in which this property access can safely be performed.
AnimGraph
static const [FName](API\Runtime\Core\UObject\FName) ContextId_Automatic;
[]
ContextId_Batched_WorkerThreadPreEventGraph
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h
Executed batched on the game thread before the event graph is run.
AnimGraph
static const [FName](API\Runtime\Core\UObject\FName) ContextId_Batched_WorkerThreadPreEventGraph;
[]
ContextId_Batched_WorkerThreadPostEventGraph
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h
Executed batched on the game thread after the event graph is run.
AnimGraph
static const [FName](API\Runtime\Core\UObject\FName) ContextId_Batched_WorkerThreadPostEventGraph;
[]
ContextId_Batched_GameThreadPreEventGraph
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h
Executed batched on the game thread before the event graph is run.
AnimGraph
static const [FName](API\Runtime\Core\UObject\FName) ContextId_Batched_GameThreadPreEventGraph;
[]
ContextId_Batched_GameThreadPostEventGraph
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h
Executed batched on the game thread after the event graph is run.
AnimGraph
static const [FName](API\Runtime\Core\UObject\FName) ContextId_Batched_GameThreadPostEventGraph;
[]
ContextId_UnBatched_ThreadSafe
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h
Can safely be executed on worker threads.
AnimGraph
static const [FName](API\Runtime\Core\UObject\FName) ContextId_UnBatched_ThreadSafe;
[]
UAnimBlueprintExtension_PropertyAccess::ContextRequiresCachedVariable
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h
Whether a context name requires an auto-generated variable to be cached for an access.
AnimGraph
static bool ContextRequiresCachedVariable ( [FName](API\Runtime\Core\UObject\FName) InName )
[]
UAnimBlueprintExtension_PropertyAccess::ExpandPropertyAccess
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h
Expands a property access path to a pure chain of BP nodes.
AnimGraph
void ExpandPropertyAccess ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & InCompilerContext, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InSourcePath, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InTargetPin ) const
[]
UAnimBlueprintExtension_PropertyAccess::GetCompiledHandleContextDesc
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h
Maps a compiled handle back to a human-readable context description.
AnimGraph
static [FText](API\Runtime\Core\Internationalization\FText) GetCompiledHandleContextDesc ( [FCompiledPropertyAccessHandle](API\Editor\UnrealEd\FCompiledPropertyAccessHandle) InHandle )
[]
UAnimBlueprintExtension_PropertyAccess::GetCompiledHandle
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h
Maps the initial copy handle to a true handle, post compilation.
AnimGraph
[FCompiledPropertyAccessHandle](API\Editor\UnrealEd\FCompiledPropertyAccessHandle) GetCompiledHandle ( [FPropertyAccessHandle](API\Editor\UnrealEd\FPropertyAccessHandle) InHandle ) const
[]
UAnimBlueprintExtension_PropertyAccess::GetCompiledHandleContext
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h
Maps a compiled handle back to a human-readable context.
AnimGraph
static [FText](API\Runtime\Core\Internationalization\FText) GetCompiledHandleContext ( [FCompiledPropertyAccessHandle](API\Editor\UnrealEd\FCompiledPropertyAccessHandle) InHandle )
[]
UAnimBlueprintExtension_PropertyAccess::MapCopyIndex
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h
Deprecated* Please use GetCompiledHandle
AnimGraph
int32 MapCopyIndex ( int32 InIndex ) const
[]
UAnimBlueprintExtension_PropertyAccess::OnPostLibraryCompiled
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h
Delegate called when the library is compiled (whether successfully or not)
AnimGraph
FOnPostLibraryCompiled & OnPostLibraryCompiled()
[]
UAnimBlueprintExtension_PropertyAccess::OnPreLibraryCompiled
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h
Delegate called when the library is compiled (whether successfully or not)
AnimGraph
FSimpleMulticastDelegate & OnPreLibraryCompiled()
[]
UAnimBlueprintExtension_PropertyAccess
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h
AnimGraph
class UAnimBlueprintExtension_PropertyAccess : public [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension)
[]
UAnimBlueprintPostCompileValidation::DoPostCompileValidation
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
virtual void DoPostCompileValidation ( [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & InParams ) const
[]
UAnimBlueprintPostCompileValidation::FPCV_GatherParams::FPCV_GatherParams
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
Deprecated* Please use the constructor that takes anFNamefor the sync group
AnimGraph
FPCV_GatherParams &40; bool InbFilterBySyncGroup, int32 InSyncGroupIndex, bool InbFilterByLoopingCondition, bool InbLoopingCondition &41;
[]
UAnimBlueprintPostCompileValidation::FPCV_GatherParams::FPCV_GatherParams
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
FPCV_GatherParams &40; bool InbFilterBySyncGroup, FName InSyncGroupName, bool InbFilterByLoopingCondition, bool InbLoopingCondition &41;
[]
FPCV_GatherParams
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
struct FPCV_GatherParams
[ { "type": "bool", "name": "bFilterByLoopingCondition", "description": "" }, { "type": "bool", "name": "bFilterBySyncGroup", "description": "" }, { "type": "bool", "name": "bLoopingCondition", "description": "" }, { "type": "FName", "name": "SyncGroupName", "description": "" } ]
UAnimBlueprintPostCompileValidation::FPCV_PropertyAndValue::FPCV_PropertyAndValue
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
FPCV_PropertyAndValue &40; const FProperty &42; InProperty, const void &42; InValue &41;
[]
UAnimBlueprintPostCompileValidation::FPCV_ReferencedAnimSequence::FPCV_ReferencedAnimSequence
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
FPCV_ReferencedAnimSequence &40; const UAnimSequence &42; InAnimSequence, const UObject &42; InReferencer &41;
[]
FPCV_PropertyAndValue
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
struct FPCV_PropertyAndValue
[ { "type": "constFProperty...", "name": "Property", "description": "" }, { "type": "const void *...", "name": "Value", "description": "" } ]
FPCV_ReferencedAnimSequence
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
struct FPCV_ReferencedAnimSequence
[ { "type": "constUAnimSequ...", "name": "AnimSequence", "description": "" }, { "type": "constUObject&...", "name": "Referencer", "description": "" } ]
UAnimBlueprintPostCompileValidation::PCV_GatherAllReferencedAnimSequences
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
static void PCV_GatherAllReferencedAnimSequences ( [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_ReferencedAnimSequence](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_ReferencedA-) > & OutRefAnimSequences, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params )
[]
UAnimBlueprintPostCompileValidation::PCV_GatherAnimSequencesFromGraph
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
static void PCV_GatherAnimSequencesFromGraph ( [TArray](API\Runtime\Core\Containers\TArray)< const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & OutAnimSequences, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params, const [FPCV_GatherParams](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_GatherParams) & GatherParams )
[]
UAnimBlueprintPostCompileValidation::PCV_GatherAnimSequencesFromStruct
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
static void PCV_GatherAnimSequencesFromStruct ( [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_ReferencedAnimSequence](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_ReferencedA-) > & OutRefAnimSequences, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct, const void * InData, [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_PropertyAndValue](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_PropertyAndValue) > InPropertyCallChain )
[]
UAnimBlueprintPostCompileValidation::PCV_GatherAnimSequencesFromProperty
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
static void PCV_GatherAnimSequencesFromProperty ( [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_ReferencedAnimSequence](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_ReferencedA-) > & OutRefAnimSequences, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty, const void * InData, [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_PropertyAndValue](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_PropertyAndValue) > InPropertyCallChain )
[]
UAnimBlueprintPostCompileValidation::PCV_GatherAnimSequences
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
static void PCV_GatherAnimSequences ( [TArray](API\Runtime\Core\Containers\TArray)< const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & OutAnimSequences, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) *const InAnimSequenceBase )
[]
UAnimBlueprintPostCompileValidation::PCV_GatherAnimSequences
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
static void PCV_GatherAnimSequences ( [TArray](API\Runtime\Core\Containers\TArray)< const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & OutAnimSequences, const class [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) *const InBlendSpace )
[]
UAnimBlueprintPostCompileValidation::PCV_GatherBlendSpacesFromGraph
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
static void PCV_GatherBlendSpacesFromGraph ( [TArray](API\Runtime\Core\Containers\TArray)< const class [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * > & OutBlendSpaces, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params )
[]
UAnimBlueprintPostCompileValidation::PCV_PreloadObject
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
static void PCV_PreloadObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) *const ReferencedObject )
[]
UAnimBlueprintPostCompileValidation
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
This class is a base class for performing AnimBlueprint Post Compilation Validation.
AnimGraph
class UAnimBlueprintPostCompileValidation : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UAnimBlueprintPostCompileValidation::UAnimBlueprintPostCompileValidation
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
UAnimBlueprintPostCompileValidation ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphAttributes::FindAttributeDesc
/Engine/Source/Editor/AnimGraph/Public/AnimGraphAttributes.h
Get a previously registered attribute desc nullptr if no desc is registered with the specified name
AnimGraph
const [FAnimGraphAttributeDesc](API\Editor\AnimGraph\FAnimGraphAttributeDesc) * FindAttributeDesc ( [FName](API\Runtime\Core\UObject\FName) InName ) const
[]
UAnimGraphAttributes::ForEachAttribute
/Engine/Source/Editor/AnimGraph/Public/AnimGraphAttributes.h
Iterate over all attributes that are registered
AnimGraph
void ForEachAttribute ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FAnimGraphAttributeDesc](API\Editor\AnimGraph\FAnimGraphAttributeDesc) &)> InFunction ) const
[]
UAnimGraphAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphAttributes.h
AnimGraph
class UAnimGraphAttributes : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UAnimGraphAttributes::Register
/Engine/Source/Editor/AnimGraph/Public/AnimGraphAttributes.h
Register an anim graph attribute.
AnimGraph
void Register ( const [FAnimGraphAttributeDesc](API\Editor\AnimGraph\FAnimGraphAttributeDesc) & InDesc )
[]
UAnimGraphNode_AimOffsetLookAt::CustomizePinData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
Customize pin data based on the input
AnimGraph
virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const
[]
UAnimGraphNodeCustomizationInterface
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNodeCustomizationInterface.h
AnimGraph
class UAnimGraphNodeCustomizationInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
[]
UAnimGraphNode_AimOffsetLookAt::GetAllAnimationSequencesReferred
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
Populate the supplied arrays with the currently reffered to animation assets.
AnimGraph
virtual void GetAllAnimationSequencesReferred ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssets ) const
[]
UAnimGraphNode_AimOffsetLookAt::GetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
AnimGraph
virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const
[]
UAnimGraphNode_AimOffsetLookAt::GetMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.
AnimGraph
virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const
[]
UAnimGraphNode_AimOffsetLookAt::GetNodeContextMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
Gets a list of actions that can be done to this particular node
AnimGraph
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UAnimGraphNode_AimOffsetLookAt::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
Gets the name of this node, shown in title bar
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UAnimGraphNode_AimOffsetLookAt::GetSignature
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.). A signature struct, discerning this node from others.
AnimGraph
virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const
[]
UAnimGraphNode_AimOffsetLookAt::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_AimOffsetLookAt::ReplaceReferredAnimations
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
Replace references to animations that exist in the supplied maps.
AnimGraph
virtual void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap )
[]
UAnimGraphNode_AimOffsetLookAt::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
AnimGraph
virtual void ValidateAnimNodeDuringCompilation ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_AimOffsetLookAt::SetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
AnimGraph
virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
[]
UAnimGraphNode_AimOffsetLookAt::UAnimGraphNode_AimOffsetLookAt
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
AnimGraph
UAnimGraphNode_AimOffsetLookAt ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_AimOffsetLookAt
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
AnimGraph
class UAnimGraphNode_AimOffsetLookAt : public [UAnimGraphNode_BlendSpaceBase](API\Editor\AnimGraph\UAnimGraphNode_BlendSpaceBase)
[ { "type": "FAnimNode_AimOf...", "name": "Node", "description": "" } ]
UAnimGraphNode_AnimDynamics::CustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
Can customize details tab
AnimGraph
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_AnimDynamics::BodyDefinitionUINameString
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
[FText](API\Runtime\Core\Internationalization\FText) BodyDefinitionUINameString ( const uint32 BodyIndex ) const
[]
UAnimGraphNode_AnimDynamics::DrawAngularLimits
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
void DrawAngularLimits ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, FTransform JointTransform, const [FAnimNode_AnimDynamics](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_AnimDynamics) & NodeToVisualize ) const
[]
UAnimGraphNode_AnimDynamics::DrawLinearLimits
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
void DrawLinearLimits ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, FTransform ShapeTransform, const [FAnimNode_AnimDynamics](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_AnimDynamics) & NodeToVisualise ) const
[]
UAnimGraphNode_AnimDynamics::GetControllerDescription
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
Returns the short descriptive name of the controller.
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
[]
UAnimGraphNode_AnimDynamics::GetNodeCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
Gets the menu category this node belongs in.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
[]
UAnimGraphNode_AnimDynamics::GetEditorMode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
Override this function to push an editor mode when this node is selected the editor mode to use when this node is selected
AnimGraph
virtual FEditorModeID GetEditorMode() const
[]
UAnimGraphNode_AnimDynamics::GetNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
UAnimGraphNode_AnimDynamics::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
UEdGraphNode_Base.
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UAnimGraphNode_AnimDynamics::GetOnScreenDebugInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
UAnimGraphNode_SkeletalControlBase.
AnimGraph
virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & DebugInfo, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * RuntimeAnimNode, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const
[]
UAnimGraphNode_AnimDynamics::GetPreviewDynamicsNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
[FAnimNode_AnimDynamics](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_AnimDynamics) * GetPreviewDynamicsNode() const
[]
UAnimGraphNode_AnimDynamics::GetSkeleton
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
[USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton() const
[]
UAnimGraphNode_AnimDynamics::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_AnimDynamics::IsPreviewLiveActive
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
bool IsPreviewLiveActive() const
[]
UAnimGraphNode_AnimDynamics::OnPhysicsBodyDefCustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
UI callbacks for customising the physics bodies array in the details panel.
AnimGraph
void OnPhysicsBodyDefCustomizeDetails ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > ElementProperty, int32 ElementIndex, [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildrenBuilder, [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailLayout )
[]
UAnimGraphNode_AnimDynamics::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
Called when a property on this object has been modified externally
AnimGraph
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimGraphNode_AnimDynamics::PostLoad
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.
AnimGraph
virtual void PostLoad()
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UAnimGraphNode_AnimDynamics::ResetButtonClicked
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
static [FReply](API\Runtime\SlateCore\Input\FReply) ResetButtonClicked ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailLayoutBuilder )
[]
UAnimGraphNode_AnimDynamics::ResetSim
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
void ResetSim()
[]
UAnimGraphNode_AnimDynamics::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
UObject.
AnimGraph
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAnimGraphNode_AnimDynamics::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
UAnimGraphNode_Base.
AnimGraph
virtual void ValidateAnimNodeDuringCompilation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_AnimDynamics
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
class UAnimGraphNode_AnimDynamics : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "bool", "name": "bPreviewLive", "description": "Preview the live physics object on the mesh" }, { "type": "bool", "name": "bShowAngularLimits", "description": "Show angular limit ranges in the viewport" }, { "type": "bool", "name": "bShowCollisionSpheres", "description": "If planar limits are enabled and the collision mode isn't CoM, draw sphere collision sizes" }, { "type": "bool", "name": "bShowLinearLimits", "description": "Show linear (prismatic) limits in the viewport" }, { "type": "bool", "name": "bShowPlanarLimit", "description": "Show planar limit info (actual plane, plane normal) in the viewport" }, { "type": "bool", "name": "bShowSphericalLimit", "description": "Show spherical limits in the viewport (preview live only)" }, { "type": "FAnimNode_AnimD...", "name": "Node", "description": "" } ]
UAnimGraphNode_ApplyAdditive::CustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
Can customize details tab
AnimGraph
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_ApplyAdditive::CustomizePinData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
Customize pin data based on the input
AnimGraph
virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const
[]
UAnimGraphNode_ApplyAdditive::GetNodeCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
Gets the menu category this node belongs in.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
[]
UAnimGraphNode_ApplyAdditive::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
Gets the name of this node, shown in title bar
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UAnimGraphNode_ApplyAdditive::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_ApplyAdditive::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_ApplyAdditive::UAnimGraphNode_ApplyAdditive
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
AnimGraph
UAnimGraphNode_ApplyAdditive ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_ApplyAdditive::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
Called when a property on this object has been modified externally
AnimGraph
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimGraphNode_ApplyAdditive::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
AnimGraph
virtual void ValidateAnimNodeDuringCompilation ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_ApplyAdditive
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
AnimGraph
class UAnimGraphNode_ApplyAdditive : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FAnimNode_Apply...", "name": "Node", "description": "" } ]
UAnimGraphNode_ApplyLimits::Draw
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.h
Draw function for supporting visualization.
AnimGraph
virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const
[]
UAnimGraphNode_ApplyLimits::DrawAngularLimits
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.h
AnimGraph
void DrawAngularLimits ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelMeshComp, const [FAnimNode_ApplyLimits](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ApplyLimits) & NodeToVisualize ) const
[]