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UAnimGraphNode_ApplyLimits::GetControllerDescription
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.h
Returns the short descriptive name of the controller.
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
[]
UAnimGraphNode_ApplyLimits::GetNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.h
AnimGraph
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
UAnimGraphNode_ApplyLimits::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.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_ApplyLimits::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_ApplyLimits::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.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_ApplyLimits::UAnimGraphNode_ApplyLimits
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.h
AnimGraph
UAnimGraphNode_ApplyLimits ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_ApplyLimits
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.h
AnimGraph
class UAnimGraphNode_ApplyLimits : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "FAnimNode_Apply...", "name": "Node", "description": "" } ]
UAnimGraphNode_ApplyMeshSpaceAdditive::CustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.h
Can customize details tab
AnimGraph
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_ApplyMeshSpaceAdditive::CustomizePinData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.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_ApplyMeshSpaceAdditive::GetNodeCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.h
Gets the menu category this node belongs in.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
[]
UAnimGraphNode_ApplyMeshSpaceAdditive::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_ApplyMeshSpaceAdditive::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.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_ApplyMeshSpaceAdditive::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_ApplyMeshSpaceAdditive::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.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_ApplyMeshSpaceAdditive::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.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_ApplyMeshSpaceAdditive::UAnimGraphNode_ApplyMeshSpaceAdditive
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.h
AnimGraph
UAnimGraphNode_ApplyMeshSpaceAdditive ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_ApplyMeshSpaceAdditive
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.h
AnimGraph
class UAnimGraphNode_ApplyMeshSpaceAdditive : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FAnimNode_Apply...", "name": "Node", "description": "" } ]
UAnimGraphNode_AssetPlayerBase::CopySettingsFromAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Override this to copy any relevant settings from the animation asset used when creating a node with a drag/drop operation.
AnimGraph
virtual void CopySettingsFromAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
[]
UAnimGraphNode_AssetPlayerBase::GetMenuActionsHelper
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Helper function to gather menu actions from specific asset types supported by this node.
AnimGraph
static void GetMenuActionsHelper ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & InActionRegistrar, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) > InNodeClass, const [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & InAssetTypes, const [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & InExcludedAssetTypes, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [FText](API\Runtime\Core\Internationalization\FText)(const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) &, [UClass](API\Runtime\CoreUObject\UObject\UClass) *)> & InMenuNameFunction, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [FText](API\Runtime\Core\Internationalization\FText)(const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) &, [UClass](API\Runtime\CoreUObject\UObject\UClass) *)> & InMenuTooltipFunction, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, bool, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData))> & InSetupNewNodeFromAssetFunction, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, bool, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >)> & InSetupNewNodeFromClassFunction, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FText](API\Runtime\Core\Internationalization\FText)(const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) &)> & InMenuCategoryFunction )
[]
UAnimGraphNode_AssetPlayerBase::GetNodeTitleHelper
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Helper functions to build a title for an asset player node.
AnimGraph
[FText](API\Runtime\Core\Internationalization\FText) GetNodeTitleHelper ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) InTitleType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InAssetPin, const [FText](API\Runtime\Core\Internationalization\FText) & InAssetDesc, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FText](API\Runtime\Core\Internationalization\FText)([UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *)> InPostFixFunctionRef ) const
[]
UAnimGraphNode_AssetPlayerBase::GetNodeTitleForAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
AnimGraph
[FText](API\Runtime\Core\Internationalization\FText) GetNodeTitleForAsset ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) InTitleType, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAsset, const [FText](API\Runtime\Core\Internationalization\FText) & InAssetDesc, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FText](API\Runtime\Core\Internationalization\FText)([UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *)> InPostFixFunctionRef ) const
[]
UAnimGraphNode_AssetPlayerBase::GetOutputLinkAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.
AnimGraph
virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const
[]
UAnimGraphNode_AssetPlayerBase::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_AssetPlayerBase::IsActionFilteredOut
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
UK2Nodeinterface
AnimGraph
virtual bool IsActionFilteredOut ( class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )
[]
UAnimGraphNode_AssetPlayerBase::OnProcessDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
UAnimGraphNode_Baseinterface
AnimGraph
virtual void OnProcessDuringCompilation ( [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )
[]
UAnimGraphNode_AssetPlayerBase::PinConnectionListChanged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
UEdGraphNodeinterface
AnimGraph
virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UAnimGraphNode_AssetPlayerBase::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Called when a property on this object has been modified externally
AnimGraph
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimGraphNode_AssetPlayerBase::PinDefaultValueChanged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Called when the DefaultValue of one of the pins of this node is changed in the editor
AnimGraph
virtual void PinDefaultValueChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UAnimGraphNode_AssetPlayerBase::PreloadRequiredAssetsHelper
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Helper function to preload required assets (including those referenced on pins)
AnimGraph
void PreloadRequiredAssetsHelper ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAsset, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InExposedPin )
[]
UAnimGraphNode_AssetPlayerBase::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
UObjectinterface
AnimGraph
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAnimGraphNode_AssetPlayerBase::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.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 ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_AssetPlayerBase::SetupNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Default setup function that can be used with GetMenuActionsHalper.
AnimGraph
static void SetupNewNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNewNode, bool bInIsTemplateNode, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) InAssetData )
[]
UAnimGraphNode_AssetPlayerBase::ValidateAnimNodeDuringCompilationHelper
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Helper function to validate player nodes.
AnimGraph
void ValidateAnimNodeDuringCompilationHelper ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAsset, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) > InAssetType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InExposedPin, [FName](API\Runtime\Core\UObject\FName) InPropertyName )
[]
UAnimGraphNode_Base::AddPinSearchMetaDataInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Adds node pin data to the search metadata, override to collect more data that may be desirable to search for
AnimGraph
virtual void AddPinSearchMetaDataInfo ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const
[]
UAnimGraphNode_AssetPlayerBase
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Helper / intermediate for asset player graphical nodes
AnimGraph
class UAnimGraphNode_AssetPlayerBase : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FString", "name": "UnloadedSkeletonName", "description": "Used for filtering in the Blueprint context menu when the sequence asset this node uses is unloaded" } ]
UAnimGraphNode_Base::AddSearchMetaDataInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Add's node data to the search metadata, override to collect more data that may be desirable to search for
AnimGraph
virtual void AddSearchMetaDataInfo ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const
[]
UAnimGraphNode_Base::AllocateDefaultPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
AnimGraph
virtual void AllocateDefaultPins()
[]
UAnimGraphNode_Base::AutowireNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Autowire a newly created node.
AnimGraph
virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )
[]
UAnimGraphNode_Base::BakeDataDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Gives each visual node a chance to update the node template before it is inserted in the compiled class.
AnimGraph
virtual void BakeDataDuringCompilation ( [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_Base::CanCreateUnderSpecifiedSchema
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Can this node be created under the specified schema.
AnimGraph
virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * DesiredSchema ) const
[]
UAnimGraphNode_Base::CanJumpToDefinition
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call)
AnimGraph
virtual bool CanJumpToDefinition() const
[]
UAnimGraphNode_AssetPlayerBase::SetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
AnimGraph
virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
[]
UAnimGraphNode_Base::CopyNodeDataToPreviewNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Called to propagate data from the internal node to the preview in Persona.
AnimGraph
virtual void CopyNodeDataToPreviewNode ( [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InPreviewNode )
[]
UAnimGraphNode_Base::CopyPinDefaultsToNodeData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Called after editing a default value to update internal node from pin defaults. This is needed for forwarding code to propagate values to preview.
AnimGraph
virtual void CopyPinDefaultsToNodeData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )
[]
UAnimGraphNode_Base::CopyTermDefaultsToDefaultObject
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Copy this node's data during the last phase of compilation where term defaults are copied to the new CDO.
AnimGraph
void CopyTermDefaultsToDefaultObject ( [IAnimBlueprintCopyTermDefaultsContext](API\Editor\AnimGraph\IAnimBlueprintCopyTermDefaultsCo-) & InCompilationContext, [IAnimBlueprintNodeCopyTermDefaultsContext](API\Editor\AnimGraph\IAnimBlueprintNodeCopyTermDefaul-) & InPerNodeContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )
[]
UAnimGraphNode_Base::CreateCustomPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Override point to create custom pins
AnimGraph
virtual void CreateCustomPins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * OldPins )
[]
UAnimGraphNode_Base::CreateOutputPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Create any output pins necessary for this node.
AnimGraph
virtual void CreateOutputPins()
[]
UAnimGraphNode_Base::CreatePinsForPoseLink
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
This will be called when a pose link is found, and can be called with PoseProperty being either of:
AnimGraph
virtual void CreatePinsForPoseLink ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PoseProperty, int32 ArrayIndex )
[]
UAnimGraphNode_Base::CustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Can customize details tab
AnimGraph
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_Base::CustomizePinData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.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_Base::CanPlaceBreakpoints
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Returns whether this node can have breakpoints placed on it in the debugger
AnimGraph
virtual bool CanPlaceBreakpoints() const
[]
UAnimGraphNode_Base::DestroyNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Destroy the specified node
AnimGraph
virtual void DestroyNode()
[]
UAnimGraphNode_Base::DoesSupportTimeForTransitionGetter
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
BEGIN Interface to support transition getter if you return true for DoesSupportExposeTimeForTransitionGetter you should implement all below functions
AnimGraph
virtual bool DoesSupportTimeForTransitionGetter() const
[]
UAnimGraphNode_Base::Draw
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.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_Base::Draw
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Draw function called on nodes that are selected and / or have a pose watch enabled. Default implementation calls the basic draw function for selected nodes and does nothing for pose watched nodes. Nodes that should render something when a pose watch is enabled but they are not selected should override this function.
AnimGraph
virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp, const bool bIsSelected, const bool bIsPoseWatchEnabled ) const
[]
UAnimGraphNode_Base::DrawCanvas
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Canvas draw function to draw to viewport.
AnimGraph
virtual void DrawCanvas ( [FViewport](API\Runtime\Engine\FViewport) & InViewport, [FSceneView](API\Runtime\Engine\FSceneView) & View, [FCanvas](API\Runtime\Engine\FCanvas) & Canvas, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const
[]
UAnimGraphNode_Base::ExpandNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Expands a node while compiling, which may add additional nodes or delete this node
AnimGraph
virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )
[]
FOnGetOptionalPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Delegate used to to access property bindings to modify for the specified node.
AnimGraph
typedef TBaseDelegate_TwoParams< void, UAnimGraphNode_Base &42;, TArrayView< FOptionalPinFromProperty > & > FOnGetOptionalPins
[]
FOnSetPinVisibility
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Delegate used to set pin visibility.
AnimGraph
typedef TBaseDelegate_ThreeParams< void, UAnimGraphNode_Base &42;, bool, int32 > FOnSetPinVisibility
[]
UAnimGraphNode_Base::FAnimPropertyBindingWidgetArgs::FAnimPropertyBindingWidgetArgs
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
FAnimPropertyBindingWidgetArgs &40; const TArray< UAnimGraphNode_Base &42; > & InNodes, FProperty &42; InPinProperty, FName InPinName, FName InBindingName, int32 InOptionalPinIndex &41;
[]
FAnimPropertyBindingWidgetArgs
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Arguments used to construct a property binding widget.
AnimGraph
struct FAnimPropertyBindingWidgetArgs
[ { "type": "FName", "name": "BindingName", "description": "The name of the property we are binding to." }, { "type": "bool", "name": "bOnGraphNode", "description": "Whether this is for display on a graph node." }, { "type": "bool", "name": "bPropertyIsOnFNode", "description": "Whether the property is on theFAnimNode_Baseof this anim node." }, { "type": "TSharedPtr<FEx...", "name": "MenuExtender", "description": "Menu extender used to add custom entries in the binding menu." }, { "type": "TArray<UAnimGr...", "name": "Nodes", "description": "The nodes to display the binding for." }, { "type": "FOnGetOptionalP...", "name": "OnGetOptionalPins", "description": "" }, { "type": "FOnSetPinVisibi...", "name": "OnSetPinVisibility", "description": "" }, { "type": "int32", "name": "OptionalPinIndex", "description": "The optional pin index that refers to this pin." }, { "type": "FName", "name": "PinName", "description": "The name of the pin." }, { "type": "FProperty*", "name": "PinProperty", "description": "The pin property for this binding." } ]
UAnimGraphNode_Base::FindDebugAnimNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Try to find the preview node instance for this anim graph node
AnimGraph
[FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * FindDebugAnimNode ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const
[]
FOnNodePropertyChangedEvent
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Event that observers can bind to so that they are notified about changes made to this node through the property system
AnimGraph
class FOnNodePropertyChangedEvent : public TBaseMulticastDelegate_OneParam< void, FPropertyChangedEvent & >
[]
FNodeAttributeArray
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
typedef [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName), TInlineAllocator< 4 >> FNodeAttributeArray
[]
FOnNodeTitleChangedEvent
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Event that is broadcast to inform observers that the node title has changed The defaultSAnimationGraphNodeuses this to invalidate cached node title text
AnimGraph
class FOnNodeTitleChangedEvent : public TBaseMulticastDelegate_NoParams< void >
[]
FPinVisibilityChangedEvent
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Event that observers can bind to so that they are notified about changes to pin visibility.
AnimGraph
class FPinVisibilityChangedEvent : public TBaseMulticastDelegate_TwoParams< void, bool, int32 >
[]
UAnimGraphNode_Base::GetActiveInstanceNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
template<typename NodeType> NodeType * GetActiveInstanceNode ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AnimInstanceObject ) const
[]
UAnimGraphNode_Base::GetAllAnimationSequencesReferred
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.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_Base::GetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const
[]
UAnimGraphNode_Base::GetAnimBlueprint
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the animation blueprint to which this node belongs
AnimGraph
[UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const
[]
UAnimGraphNode_Base::GetAnimationAssetClass
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) > GetAnimationAssetClass() const
[]
UAnimGraphNode_Base::GetBoundFunctionsInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Gets editor information for all the bound anim node functions (category metadata string, member variable's name) Used by SAnimGraphNode to display all bound functions of an anim node.
AnimGraph
virtual void GetBoundFunctionsInfo ( [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) >> & InOutBindingsInfo )
[]
UAnimGraphNode_Base::GetDebuggedAnimNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the currently-debugged runtime anim node (in the anim BP debugger that this node is currently being edited in) nullptr if the node cannot be found
AnimGraph
[FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetDebuggedAnimNode() const
[]
UAnimGraphNode_Base::GetDebuggedAnimNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the currently-debugged runtime anim node of a specified type (in the anim BP debugger that this node is currently being edited in) nullptr if the node cannot be found
AnimGraph
template<typename TNodeType> TNodeType * GetDebuggedAnimNode() const
[]
UAnimGraphNode_Base::GetEditorMode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.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_Base::GetDocumentationLink
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Returns the link used for external documentation for the graph node
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const
[]
UAnimGraphNode_Base::GetFNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the runtime anim node that we template.
AnimGraph
[FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetFNode()
[]
UAnimGraphNode_Base::GetFNodeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Gets the animation FNode property represented by this ed graph node.
AnimGraph
[FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetFNodeProperty() const
[]
UAnimGraphNode_Base::GetFNodeType
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Gets the animation FNode type represented by this ed graph node.
AnimGraph
[UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetFNodeType() const
[]
UAnimGraphNode_Base::GetInputLinkAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the named attribute types that this node takes (absorbs) as inputs. Other attributes are assumed to 'pass through' this node.
AnimGraph
virtual void GetInputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const
[]
UAnimGraphNode_Base::GetJumpTargetForDoubleClick
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Bydefault return any animation assets we have.
AnimGraph
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const
[]
UAnimGraphNode_Base::GetLinkIDLocation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
virtual [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) GetLinkIDLocation ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * NodeType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputLinkPin )
[]
UAnimGraphNode_Base::GetMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.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_Base::GetMenuCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Override to provide a default category for specific node types to be listed under. A localized category string (or an empty string if you want this node listed at the menu's root).
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const
[]
UAnimGraphNode_Base::GetNodeAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
This function returns an arbitrary number of attributes that describe this node for analytics events
AnimGraph
virtual void GetNodeAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [TKeyValuePair](API\Runtime\Core\Templates\TKeyValuePair)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & OutNodeAttributes ) const
[]
UAnimGraphNode_Base::GetNodeCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Gets the menu category this node belongs in.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
[]
UAnimGraphNode_Base::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_Base::GetObjectBeingDebugged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
the current object being debugged from the blueprint for this node. Can be nullptr.
AnimGraph
[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectBeingDebugged() const
[]
UAnimGraphNode_Base::GetOutputLinkAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.
AnimGraph
virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const
[]
UAnimGraphNode_Base::GetOnScreenDebugInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Function to collect strings from nodes to display in the viewport. Use this rather than DrawCanvas when adding general text to the viewport.
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_Base::GetPinAssociatedProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the property (and possibly array index) associated with the supplied pin
AnimGraph
virtual void GetPinAssociatedProperty ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * NodeType, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty, int32 & OutIndex ) const
[]
UAnimGraphNode_Base::GetPinBindingInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the pin binding info for the supplied pin false if the pin cannot be bound
AnimGraph
virtual bool GetPinBindingInfo ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) & OutBindingName, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutPinProperty, int32 & OutOptionalPinIndex ) const
[]
UAnimGraphNode_Base::GetPinHoverText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Fetch the hover text for a pin when the graph is being edited.
AnimGraph
virtual void GetPinHoverText ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [FString](API\Runtime\Core\Containers\FString) & HoverTextOut ) const
[]
UAnimGraphNode_Base::GetPinMetaData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Return the requested metadata for the pin if there is any
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetPinMetaData ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) InKey )
[]
UAnimGraphNode_Base::GetPinProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the property corresponding to a pin. For array element pins returns the outer array property. Returns null if a property cannot be found.
AnimGraph
[FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPinProperty ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const
[]
UAnimGraphNode_Base::GetPinProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the property corresponding to a pin. For array element pins returns the outer array property. Returns null if a property cannot be found.
AnimGraph
virtual [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPinProperty ( [FName](API\Runtime\Core\UObject\FName) InPinName ) const
[]
UAnimGraphNode_Base::GetProxyNodeForAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Some anim graph nodes can act as proxies to outer nodes (e.g. sink nodes in nested graphs). Returning that outer node here allows attribute visualization to be forwarded to the inner node from the outer. the proxy for attribute display
AnimGraph
virtual const [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * GetProxyNodeForAttributes() const
[]
UAnimGraphNode_Base::GetRequiredExtensions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the extension types that this node type holds on the anim blueprint. Some extension types are always requested by the system.
AnimGraph
virtual void GetRequiredExtensions ( [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) >> & OutExtensions ) const
[]
UAnimGraphNode_Base::GetTag
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the tag for this node, if any.
AnimGraph
[FName](API\Runtime\Core\UObject\FName) GetTag() const
[]
UAnimGraphNode_Base::GetTimePropertyName
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
virtual const TCHAR * GetTimePropertyName() const
[]