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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 goes from having no weight to any weight." }, { "type": "EBlueprintUsage", "name": "BlueprintUsage", "description": "" }, { "type": "FMemberReferenc...", "name": "InitialUpdateFunction", "description": "Function called before the node is updated for the first time." }, { "type": "FOnNodeTitleCha...", "name": "NodeTitleChangedEvent", "description": "" }, { "type": "TArray<FName>", "name": "OldShownPins", "description": "Old shown pins. Needs to be a member variable to track pin visibility changes between Pre and PostEditChange." }, { "type": "FPinVisibilityC...", "name": "PinVisibilityChangedEvent", "description": "" }, { "type": "TMap<FName,FA...", "name": "PropertyBindings", "description": "Map from property name->binding info" }, { "type": "FOnNodeProperty...", "name": "PropertyChangeEvent", "description": "" }, { "type": "TArray<FOption...", "name": "ShowPinForProperties", "description": "" }, { "type": "FMemberReferenc...", "name": "UpdateFunction", "description": "Function called when the node is updated." } ]
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
[]