className stringlengths 1 167 | headerPath stringlengths 14 166 | description stringlengths 0 1.62k | module stringlengths 0 76 | code stringlengths 0 11.4k | variables listlengths 0 395 |
|---|---|---|---|---|---|
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",
... | |
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() | [] |
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",
"desc... | |
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 | [] |
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