className
stringlengths 1
167
| headerPath
stringlengths 14
166
| description
stringlengths 0
1.62k
| module
stringlengths 0
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| code
stringlengths 0
11.4k
| variables
listlengths 0
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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
|
[] |
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