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 |
|---|---|---|---|---|---|
UAnimGraphNode_Base::GetTimePropertyStruct | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | AnimGraph | virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetTimePropertyStruct() const | [] | |
UAnimGraphNode_Base::HandleAnimReferenceReplacement | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Helper function for ReplaceReferredAnimations. | AnimGraph | template<class AssetType> void HandleAnimReferenceReplacement ( AssetType *& OriginalAsset, const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap ) | [] |
UAnimGraphNode_Base::HandleAnimReferenceCollection | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Helper function for GetAllAnimationSequencesReferred. | AnimGraph | void HandleAnimReferenceCollection ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimAsset, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimationAssets ) const | [] |
UAnimGraphNode_Base::HandleAnimReferenceReplacement | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Helper function for ReplaceReferredAnimations. | AnimGraph | template<class AssetType> void HandleAnimReferenceReplacement ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< AssetType > & OriginalAsset, const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap ) | [] |
UAnimGraphNode_Base::HandleVariableRenamed | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Handle when a variable is renamed in the Blueprint Palette | AnimGraph | virtual void HandleVariableRenamed ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InVariableClass, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, const [FName](API\Runtime\Core\UObject\FName) & InOldVarName, const [FName](API\Runtime\Core\UObject\FName) & InNewVarName ) | [] |
UAnimGraphNode_Base::HasBinding | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Check whether the specified property is bound via PropertyBindings. | AnimGraph | virtual bool HasBinding ( [FName](API\Runtime\Core\UObject\FName) InPropertyName ) const | [] |
UAnimGraphNode_Base::InternalPinCreation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Allocates or reallocates pins. | AnimGraph | void InternalPinCreation ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * OldPins ) | [] |
UAnimGraphNode_Base::IsPinBindable | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Check whether the named pin is bindable. | AnimGraph | virtual bool IsPinBindable ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const | [] |
UAnimGraphNode_Base::IsPinExposedAndBound | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | UEdGraphNode::FindPin | AnimGraph | bool IsPinExposedAndBound ( const [FString](API\Runtime\Core\Containers\FString) & InPinName, const EEdGraphPinDirection InDirection ) const | [] |
UAnimGraphNode_Base::IsPinExposedAndLinked | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | UEdGraphNode::FindPin | AnimGraph | bool IsPinExposedAndLinked ( const [FString](API\Runtime\Core\Containers\FString) & InPinName, const EEdGraphPinDirection Direction ) const | [] |
UAnimGraphNode_Base::IsPinUnlinkedUnboundAndUnset | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | UEdGraphNode::FindPin | AnimGraph | bool IsPinUnlinkedUnboundAndUnset ( const [FString](API\Runtime\Core\Containers\FString) & InPinName, const EEdGraphPinDirection InDirection ) const | [] |
UAnimGraphNode_Base::IsPoseWatchable | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Whether or not you can add a pose watch on this node. | AnimGraph | virtual bool IsPoseWatchable() const | [] |
UAnimGraphNode_Base::IsPotentiallyBoundFunction | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Check if a specified function reference appears to be valid by inspecting only the validity of the name and guid. | AnimGraph | static bool IsPotentiallyBoundFunction ( const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & FunctionReference ) | [] |
UAnimGraphNode_Base::IsSinkNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Is this node a sink that has no pose outputs? | AnimGraph | virtual bool IsSinkNode() const | [] |
UAnimGraphNode_Base::MakePropertyBindingWidget | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Make a property binding widget to edit the bindings of the passed-in nodes. | AnimGraph | static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakePropertyBindingWidget ( const [FAnimPropertyBindingWidgetArgs](API\Editor\AnimGraph\UAnimGraphNode_Base\FAnimPropertyBindingWidgetArgs) & InArgs ) | [] |
UAnimGraphNode_Base::JumpToDefinition | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true) | AnimGraph | virtual void JumpToDefinition() const | [] |
UAnimGraphNode_Base::NodeCausesStructuralBlueprintChange | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint | AnimGraph | virtual bool NodeCausesStructuralBlueprintChange() const | [] |
UAnimGraphNode_Base::OnCopyTermDefaultsToDefaultObject | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Override point for CopyTermDefaultsToDefaultObject Copy this node's data during the last phase of compilation where term defaults are copied to the new CDO | AnimGraph | virtual void OnCopyTermDefaultsToDefaultObject ( [IAnimBlueprintCopyTermDefaultsContext](API\Editor\AnimGraph\IAnimBlueprintCopyTermDefaultsCo-) & InCompilationContext, [IAnimBlueprintNodeCopyTermDefaultsContext](API\Editor\AnimGraph\IAnimBlueprintNodeCopyTermDefaul-) & InPerNodeContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData ) | [] |
UAnimGraphNode_Base::OnNodePropertyChanged | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | AnimGraph | [FOnNodePropertyChangedEvent](API\Editor\AnimGraph\UAnimGraphNode_Base\FOnNodePropertyChangedEvent) & OnNodePropertyChanged() | [] | |
UAnimGraphNode_Base::OnNodeSelected | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Selection notification callback. If a node needs to handle viewport input etc. then it should push an editor mode here. | AnimGraph | virtual void OnNodeSelected ( bool bInIsSelected, class [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) & InModeTools, struct [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode ) | [] |
UAnimGraphNode_Base::OnNodeTitleChangedEvent | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | AnimGraph | [FOnNodeTitleChangedEvent](API\Editor\AnimGraph\UAnimGraphNode_Base\FOnNodeTitleChangedEvent) & OnNodeTitleChangedEvent() | [] | |
UAnimGraphNode_Base::OnOverrideAssets | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Override point for OverrideAssets. | AnimGraph | virtual void OnOverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const | [] |
UAnimGraphNode_Base::OnPinVisibilityChanged | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | AnimGraph | [FPinVisibilityChangedEvent](API\Editor\AnimGraph\UAnimGraphNode_Base\FPinVisibilityChangedEvent) & OnPinVisibilityChanged() | [] | |
UAnimGraphNode_Base::OnPoseWatchChanged | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Pose Watch change notification callback. Should be called every time a pose watch on this node is created or destroyed. | AnimGraph | virtual void OnPoseWatchChanged ( const bool IsPoseWatchEnabled, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< class [UPoseWatch](API\Runtime\Engine\Engine\UPoseWatch) > InPoseWatch, [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) & InModeTools, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode ) | [] |
UAnimGraphNode_Base::OnProcessDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Process this node's data during compilation (override point) | AnimGraph | virtual void OnProcessDuringCompilation ( [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData ) | [] |
UAnimGraphNode_Base::OverrideAssets | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Called to override the assets held on a runtime anim node. Implements per-node logic for child anim blueprints. | AnimGraph | void OverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const | [] |
UAnimGraphNode_Base::PinConnectionListChanged | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Called when the connection list of one of the pins of this node is changed in the editor | AnimGraph | virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) | [] |
UAnimGraphNode_Base::PinDefaultValueChanged | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.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_Base::PostEditChangeProperty | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Called when a property on this object has been modified externally | AnimGraph | virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | [] |
UAnimGraphNode_Base::PostEditRefreshDebuggedComponent | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Refreshes the debugged component post-edit. This is required to see changes as the component may be either an editor-only component that is not ticking, or in a paused PIE world | AnimGraph | void PostEditRefreshDebuggedComponent() | [] |
UAnimGraphNode_Base::PostEditUndo | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Called after applying a transaction to the object. Default implementation simply calls PostEditChange. | AnimGraph | virtual void PostEditUndo() | [] |
UAnimGraphNode_Base::PostPasteNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor | AnimGraph | virtual void PostPasteNode() | [] |
UAnimGraphNode_Base::PostPlacedNewNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc... | AnimGraph | virtual void PostPlacedNewNode() | [] |
UAnimGraphNode_Base::PostProcessPinName | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Give the node a chance to change the display name of a pin. | AnimGraph | virtual void PostProcessPinName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FString](API\Runtime\Core\Containers\FString) & DisplayName ) const | [] |
UAnimGraphNode_Base::ProcessDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Process this node's data during compilation. | AnimGraph | void ProcessDuringCompilation ( [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData ) | [] |
UAnimGraphNode_Base::PreEditChange | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | This is called when a property is about to be modified externally | AnimGraph | virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange ) | [] |
UAnimGraphNode_Base::ReallocatePinsDuringReconstruction | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components) | AnimGraph | virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins ) | [] |
UAnimGraphNode_Base::RecalculateBindingType | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Helper function used to refresh the type of a binding. | AnimGraph | void RecalculateBindingType ( [FAnimGraphNodePropertyBinding](API\Editor\AnimGraph\FAnimGraphNodePropertyBinding) & InBinding ) | [] |
UAnimGraphNode_Base::ReconstructNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Refresh the connectors on a node, preserving as many connections as it can. | AnimGraph | virtual void ReconstructNode() | [] |
UAnimGraphNode_Base::ReferencesFunction | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Return whether this node references the specified function, identified by a name and guid pair | AnimGraph | virtual bool ReferencesFunction ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope ) const | [] |
UAnimGraphNode_Base::ReferencesVariable | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Return whether this node references the specified variable, give the supplied scope. Used when variable types are changed. | AnimGraph | virtual bool ReferencesVariable ( const [FName](API\Runtime\Core\UObject\FName) & InVarName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope ) const | [] |
UAnimGraphNode_Base::ReplaceReferences | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Replace any member references of source with replacement | AnimGraph | virtual void ReplaceReferences ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InReplacementBlueprint, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InSource, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InReplacement ) | [] |
UAnimGraphNode_Base::ReplaceReferredAnimations | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.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_Base::Serialize | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables. | AnimGraph | virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) | [] |
UAnimGraphNode_Base::SetPinVisibility | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Sets the visibility of the specified pin, reconstructs the node if it changes. | AnimGraph | void SetPinVisibility ( bool bInVisible, int32 InOptionalPinIndex ) | [] |
UAnimGraphNode_Base::SetTag | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Set the tag for this node. | AnimGraph | void SetTag ( [FName](API\Runtime\Core\UObject\FName) InTag ) | [] |
UAnimGraphNode_Base::SetTagInternal | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Set the tag for this node but without regenerating any BP data for tagging. | AnimGraph | void SetTagInternal ( [FName](API\Runtime\Core\UObject\FName) InTag ) | [] |
UAnimGraphNode_Base::ShouldCreateStructEvalHandlers | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Whether this node should create BP evaluation handlers as part of compilation. | AnimGraph | virtual bool ShouldCreateStructEvalHandlers() const | [] |
UAnimGraphNode_Base::ShouldShowAttributesOnPins | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | wether to show graph attribute icons on pins for this node. | AnimGraph | virtual bool ShouldShowAttributesOnPins() const | [] |
UAnimGraphNode_Base::ShouldShowNodeProperties | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Return whether the node's properties display in the blueprint details panel | AnimGraph | virtual bool ShouldShowNodeProperties() const | [] |
UAnimGraphNode_Base::ShowPaletteIconOnNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Should we show the Palette Icon for this node on the node title | AnimGraph | virtual bool ShowPaletteIconOnNode() const | [] |
UAnimGraphNode_Base::SupportsAssetClass | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Returns whether this node supports the supplied asset class | AnimGraph | virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const | [] |
UAnimGraphNode_Base::UsingCopyPoseFromMesh | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | If using CopyPoseFromMesh, the AnimBlueprint Compiler will cache this off for optimizations. | AnimGraph | virtual bool UsingCopyPoseFromMesh() const | [] |
UAnimGraphNode_Base::ValidateAnimNodeDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.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_Base::ValidateAnimNodePostCompile | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Gives each visual node a chance to validate that they are still valid in the context of the compiled class, giving a last shot at error or warning generation after primary compilation is finished. | AnimGraph | virtual void ValidateAnimNodePostCompile ( [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog, [UAnimBlueprintGeneratedClass](API\Runtime\Engine\Animation\UAnimBlueprintGeneratedClass) * CompiledClass, int32 CompiledNodeIndex ) | [] |
UAnimGraphNode_Base::ValidateFunctionRef | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Helper function used to validate anim node function references | AnimGraph | void ValidateFunctionRef ( [FName](API\Runtime\Core\UObject\FName) InPropertyName, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InRef, const [FText](API\Runtime\Core\Internationalization\FText) & InFunctionName, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) | [] |
UAnimGraphNode_Base::UAnimGraphNode_Base | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | AnimGraph | UAnimGraphNode_Base ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UAnimGraphNode_BlendBoneByChannel::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendBoneByChannel.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_Base | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | Any concrete implementations will be paired with a runtime graph node derived fromFAnimNode_Base | AnimGraph | class UAnimGraphNode_Base : public [UK2Node](API\Editor\BlueprintGraph\UK2Node) | [
{
"type": "TSet<FName>",
"name": "AlwaysDynamicProperties",
"description": "Properties marked as always dynamic, so they can be set externally"
},
{
"type": "FMemberReferenc...",
"name": "BecomeRelevantFunction",
"description": "Function called when the node becomes relevant, meaning it ... |
UAnimGraphNode_BlendBoneByChannel::GetNodeTitleColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendBoneByChannel.h | Gets the draw color of a node's title bar | AnimGraph | virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const | [] |
UAnimGraphNode_BlendBoneByChannel::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendBoneByChannel.h | Gets the tooltip to display when over the node | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const | [] |
UAnimGraphNode_BlendBoneByChannel::UAnimGraphNode_BlendBoneByChannel | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendBoneByChannel.h | AnimGraph | UAnimGraphNode_BlendBoneByChannel ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UAnimGraphNode_BlendBoneByChannel | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendBoneByChannel.h | AnimGraph | class UAnimGraphNode_BlendBoneByChannel : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) | [
{
"type": "FAnimNode_Blend...",
"name": "BlendNode",
"description": ""
}
] | |
UAnimGraphNode_BlendBoneByChannel::GetNodeCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendBoneByChannel.h | Gets the menu category this node belongs in. | AnimGraph | virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const | [] |
UAnimGraphNode_BlendListBase::GetNodeCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListBase.h | Gets the menu category this node belongs in. | AnimGraph | virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const | [] |
UAnimGraphNode_BlendListBase::GetNodeTitleColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListBase.h | Gets the draw color of a node's title bar | AnimGraph | virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const | [] |
UAnimGraphNode_BlendListBase::GetOutputLinkAttributes | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListBase.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_BlendListBase::PostEditChangeProperty | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListBase.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_BlendListBase::ReallocatePinsDuringReconstruction | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListBase.h | Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components) | AnimGraph | virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins ) | [] |
UAnimGraphNode_BlendListBase::RemovePinsFromOldPins | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListBase.h | Removes removed pins and adjusts array indices of remained pins | AnimGraph | void RemovePinsFromOldPins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins, int32 RemovedArrayIndex ) | [] |
UAnimGraphNode_BlendListBase::UAnimGraphNode_BlendListBase | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListBase.h | AnimGraph | UAnimGraphNode_BlendListBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UAnimGraphNode_BlendListBase | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListBase.h | AnimGraph | class UAnimGraphNode_BlendListBase : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) | [
{
"type": "int32",
"name": "RemovedPinArrayIndex",
"description": ""
}
] | |
UAnimGraphNode_BlendListByBool::CustomizePinData | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByBool.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_BlendListByBool::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByBool.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_BlendListByBool::UAnimGraphNode_BlendListByBool | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByBool.h | AnimGraph | UAnimGraphNode_BlendListByBool ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UAnimGraphNode_BlendListByBool::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByBool.h | Gets the tooltip to display when over the node | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const | [] |
UAnimGraphNode_BlendListByBool | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByBool.h | AnimGraph | class UAnimGraphNode_BlendListByBool : public [UAnimGraphNode_BlendListBase](API\Editor\AnimGraph\UAnimGraphNode_BlendListBase) | [
{
"type": "FAnimNode_Blend...",
"name": "Node",
"description": ""
}
] | |
UAnimGraphNode_BlendListByEnum::BakeDataDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.h | Gives each visual node a chance to update the node template before it is inserted in the compiled class. | AnimGraph | virtual void BakeDataDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) | [] |
UAnimGraphNode_BlendListByEnum::ExposeEnumElementAsPin | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.h | Exposes a pin corresponding to the specified element name. | AnimGraph | void ExposeEnumElementAsPin ( [FName](API\Runtime\Core\UObject\FName) EnumElementName ) | [] |
UAnimGraphNode_BlendListByEnum::CustomizePinData | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.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_BlendListByEnum::GetEnum | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.h | AnimGraph | virtual [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetEnum() const | [] | |
UAnimGraphNode_BlendListByEnum::GetMenuActions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.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_BlendListByEnum::GetMenuCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.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_BlendListByEnum::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.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_BlendListByEnum::GetNodeContextMenuActions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.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_BlendListByEnum::GetPinInformation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.h | Gets information about the specified pin. If both bIsPosePin and bIsTimePin are false, the index is meaningless. | AnimGraph | static void GetPinInformation ( const [FString](API\Runtime\Core\Containers\FString) & InPinName, int32 & Out_PinIndex, bool & Out_bIsPosePin, bool & Out_bIsTimePin ) | [] |
UAnimGraphNode_BlendListByEnum::PreloadRequiredAssets | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.h | Called before compilation begins, giving a blueprint time to force the linker to load data | AnimGraph | virtual void PreloadRequiredAssets() | [] |
UAnimGraphNode_BlendListByEnum::ReloadEnum | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.h | AnimGraph | virtual void ReloadEnum ( class [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum ) | [] | |
UAnimGraphNode_BlendListByEnum::RemovePinFromBlendList | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.h | AnimGraph | virtual void RemovePinFromBlendList ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) | [] | |
UAnimGraphNode_BlendListByEnum::Serialize | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.h | Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables. | AnimGraph | virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) | [] |
UAnimGraphNode_BlendListByEnum::ShouldBeReconstructedAfterEnumChanged | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.h | AnimGraph | virtual bool ShouldBeReconstructedAfterEnumChanged() const | [] | |
UAnimGraphNode_BlendListByEnum::ValidateAnimNodeDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.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_BlendListByEnum::UAnimGraphNode_BlendListByEnum | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.h | AnimGraph | UAnimGraphNode_BlendListByEnum ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] | |
UAnimGraphNode_BlendListByEnum | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.h | AnimGraph | class UAnimGraphNode_BlendListByEnum : public [UAnimGraphNode_BlendListBase](API\Editor\AnimGraph\UAnimGraphNode_BlendListBase), public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface) | [
{
"type": "TObjectPtr<UEn...",
"name": "BoundEnum",
"description": "Name of the enum being switched on"
},
{
"type": "FAnimNode_Blend...",
"name": "Node",
"description": ""
},
{
"type": "TArray<FName>",
"name": "VisibleEnumEntries",
"description": ""
}
] | |
UAnimGraphNode_BlendListByInt::AddPinToBlendList | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByInt.h | Adds a new pose pin. | AnimGraph | virtual void AddPinToBlendList() | [] |
UAnimGraphNode_BlendListByInt::GetNodeContextMenuActions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByInt.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_BlendListByEnum::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByEnum.h | Gets the tooltip to display when over the node | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const | [] |
UAnimGraphNode_BlendListByInt::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByInt.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_BlendListByInt::RemovePinFromBlendList | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByInt.h | AnimGraph | virtual void RemovePinFromBlendList ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) | [] | |
UAnimGraphNode_BlendListByInt::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendListByInt.h | Gets the tooltip to display when over the node | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const | [] |
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