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_BoneDrivenController::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BoneDrivenController.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_BoneDrivenController::Serialize
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BoneDrivenController.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_BoneDrivenController
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BoneDrivenController.h
|
This is the 'source version' of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)
|
AnimGraph
|
class UAnimGraphNode_BoneDrivenController : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
|
[
{
"type": "FAnimNode_BoneD...",
"name": "Node",
"description": ""
}
] |
UAnimGraphNode_BoneDrivenController::UAnimGraphNode_BoneDrivenController
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BoneDrivenController.h
|
AnimGraph
|
UAnimGraphNode_BoneDrivenController ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_BoneDrivenController::ValidateAnimNodeDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BoneDrivenController.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_CCDIK::CopyNodeDataToPreviewNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CCDIK.h
|
Called to propagate data from the internal node to the preview in Persona.
|
AnimGraph
|
virtual void CopyNodeDataToPreviewNode ( [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InPreviewNode )
|
[] |
UAnimGraphNode_CCDIK::GetControllerDescription
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CCDIK.h
|
Returns the short descriptive name of the controller.
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
|
[] |
UAnimGraphNode_CCDIK::GetEditorMode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CCDIK.h
|
Override this function to push an editor mode when this node is selected
the editor mode to use when this node is selected
|
AnimGraph
|
virtual FEditorModeID GetEditorMode() const
|
[] |
UAnimGraphNode_CCDIK::GetNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CCDIK.h
|
AnimGraph
|
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
|
[] |
|
UAnimGraphNode_CCDIK::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CCDIK.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_CCDIK::PostEditChangeProperty
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CCDIK.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_CCDIK::UAnimGraphNode_CCDIK
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CCDIK.h
|
AnimGraph
|
UAnimGraphNode_CCDIK ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_CCDIK
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CCDIK.h
|
Editor node for CCDIK IK skeletal controller.
|
AnimGraph
|
class UAnimGraphNode_CCDIK : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
|
[
{
"type": "FAnimNode_CCDIK",
"name": "Node",
"description": ""
}
] |
UAnimGraphNode_ComponentToLocalSpace::GetMenuCategory
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ComponentToLocalSpace.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_ComponentToLocalSpace::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ComponentToLocalSpace.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_ComponentToLocalSpace::GetNodeTitleColor
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ComponentToLocalSpace.h
|
Gets the draw color of a node's title bar
|
AnimGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UAnimGraphNode_ComponentToLocalSpace::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ComponentToLocalSpace.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_ComponentToLocalSpace::PostProcessPinName
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ComponentToLocalSpace.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_ComponentToLocalSpace
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ComponentToLocalSpace.h
|
AnimGraph
|
class UAnimGraphNode_ComponentToLocalSpace : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
|
[
{
"type": "FAnimNode_Conve...",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_ComponentToLocalSpace::UAnimGraphNode_ComponentToLocalSpace
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ComponentToLocalSpace.h
|
AnimGraph
|
UAnimGraphNode_ComponentToLocalSpace ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_Constraint::Draw
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Constraint.h
|
Draw function for supporting visualization.
|
AnimGraph
|
virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const
|
[] |
UAnimGraphNode_Constraint::GetControllerDescription
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Constraint.h
|
Returns the short descriptive name of the controller.
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
|
[] |
UAnimGraphNode_Constraint::GetNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Constraint.h
|
AnimGraph
|
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
|
[] |
|
UAnimGraphNode_Constraint::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Constraint.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_Constraint::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Constraint.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_Constraint::PostEditChangeProperty
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Constraint.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_Constraint::PostProcessPinName
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Constraint.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_Constraint::ValidateAnimNodeDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Constraint.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_Constraint::UAnimGraphNode_Constraint
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Constraint.h
|
AnimGraph
|
UAnimGraphNode_Constraint ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_Constraint
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Constraint.h
|
AnimGraph
|
class UAnimGraphNode_Constraint : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
|
[
{
"type": "FAnimNode_Const...",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_CopyBone::GetNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyBone.h
|
AnimGraph
|
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
|
[] |
|
UAnimGraphNode_CopyBone::GetControllerDescription
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyBone.h
|
Returns the short descriptive name of the controller.
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
|
[] |
UAnimGraphNode_CopyBone::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyBone.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_CopyBone::UAnimGraphNode_CopyBone
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyBone.h
|
AnimGraph
|
UAnimGraphNode_CopyBone ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_CopyBone::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyBone.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_CopyBone
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyBone.h
|
AnimGraph
|
class UAnimGraphNode_CopyBone : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
|
[
{
"type": "FAnimNode_CopyB...",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_CopyBoneDelta::GetNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyBoneDelta.h
|
AnimGraph
|
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
|
[] |
|
UAnimGraphNode_CopyBoneDelta::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyBoneDelta.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_CopyBoneDelta::GetControllerDescription
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyBoneDelta.h
|
Returns the short descriptive name of the controller.
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
|
[] |
UAnimGraphNode_CopyBoneDelta::UAnimGraphNode_CopyBoneDelta
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyBoneDelta.h
|
AnimGraph
|
UAnimGraphNode_CopyBoneDelta ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_CopyBoneDelta::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyBoneDelta.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_CopyPoseFromMesh::GetMenuCategory
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyPoseFromMesh.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_CopyBoneDelta
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyBoneDelta.h
|
AnimGraph
|
class UAnimGraphNode_CopyBoneDelta : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
|
[
{
"type": "FAnimNode_CopyB...",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_CopyPoseFromMesh::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyPoseFromMesh.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_CopyPoseFromMesh::GetOutputLinkAttributes
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyPoseFromMesh.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_CopyPoseFromMesh::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyPoseFromMesh.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_CopyPoseFromMesh::UsingCopyPoseFromMesh
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyPoseFromMesh.h
|
If using CopyPoseFromMesh, the AnimBlueprint Compiler will cache this off for optimizations.
|
AnimGraph
|
virtual bool UsingCopyPoseFromMesh() const
|
[] |
UAnimGraphNode_CopyPoseFromMesh::UAnimGraphNode_CopyPoseFromMesh
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyPoseFromMesh.h
|
AnimGraph
|
UAnimGraphNode_CopyPoseFromMesh ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_CopyPoseFromMesh
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CopyPoseFromMesh.h
|
AnimGraph
|
class UAnimGraphNode_CopyPoseFromMesh : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
|
[
{
"type": "FAnimNode_CopyP...",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_CurveSource::GetNodeCategory
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CurveSource.h
|
Gets the menu category this node belongs in.
|
AnimGraph
|
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
|
[] |
UAnimGraphNode_CurveSource::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CurveSource.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_CurveSource::GetOutputLinkAttributes
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CurveSource.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_CurveSource::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CurveSource.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_CurveSource
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CurveSource.h
|
Supply curves from some external source (e.g. audio)
|
AnimGraph
|
class UAnimGraphNode_CurveSource : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
|
[] |
UAnimGraphNode_CustomProperty::AddSourceTargetProperties
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Add Source and Target Properties - CheckFAnimNode_CustomProperty.
|
AnimGraph
|
void AddSourceTargetProperties ( const [FName](API\Runtime\Core\UObject\FName) & InSourcePropertyName, const [FName](API\Runtime\Core\UObject\FName) & InTargetPropertyName )
|
[] |
UAnimGraphNode_CustomProperty::CreateClassVariablesFromBlueprint
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Implement this in a graph node and the anim BP compiler will call this expecting to generate class variables.
|
AnimGraph
|
virtual void CreateClassVariablesFromBlueprint ( [IAnimBlueprintVariableCreationContext](API\Editor\AnimGraph\IAnimBlueprintVariableCreationCo-) & InCreationContext )
|
[] |
UAnimGraphNode_CustomProperty::CreateCustomPins
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Override point to create custom pins
|
AnimGraph
|
virtual void CreateCustomPins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * OldPins )
|
[] |
UAnimGraphNode_CustomProperty::CustomizeDetails
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Can customize details tab
|
AnimGraph
|
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
|
[] |
UAnimGraphNode_CustomProperty::GetCustomPropertyNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Internal node accessor
|
AnimGraph
|
virtual [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode()
|
[] |
UAnimGraphNode_CustomProperty::GetCustomPropertyNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
AnimGraph
|
virtual const [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode() const
|
[] |
|
UAnimGraphNode_CustomProperty::GetInstancePinProperty
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Gets the property on InOwnerInstanceClass that corresponds to InInputPin.
|
AnimGraph
|
void GetInstancePinProperty ( const [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InInputPin, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty )
|
[] |
UAnimGraphNode_CustomProperty::GetJumpTargetForDoubleClick
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Bydefault return any animation assets we have.
|
AnimGraph
|
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const
|
[] |
UAnimGraphNode_CustomProperty::GetPinBindingInfo
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Get the pin binding info for the supplied pin
false if the pin cannot be bound
|
AnimGraph
|
virtual bool GetPinBindingInfo ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) & OutBindingName, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutPinProperty, int32 & OutOptionalPinIndex ) const
|
[] |
UAnimGraphNode_CustomProperty::GetPinProperty
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Get the property corresponding to a pin. For array element pins returns the outer array property. Returns null if a property cannot be found.
|
AnimGraph
|
virtual [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPinProperty ( [FName](API\Runtime\Core\UObject\FName) InPinName ) const
|
[] |
UAnimGraphNode_CustomProperty::GetPinTargetVariableName
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Gets the unique name for the property linked to a given pin.
|
AnimGraph
|
[FString](API\Runtime\Core\Containers\FString) GetPinTargetVariableName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const
|
[] |
UAnimGraphNode_CustomProperty::GetPinTargetVariableName
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Gets the unique name for the property linked to a given pin name.
|
AnimGraph
|
[FString](API\Runtime\Core\Containers\FString) GetPinTargetVariableName ( [FName](API\Runtime\Core\UObject\FName) InPinName ) const
|
[] |
UAnimGraphNode_CustomProperty::GetPinTargetVariableNameBase
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Helper function for GetPinTargetVariableName.
|
AnimGraph
|
[FString](API\Runtime\Core\Containers\FString) GetPinTargetVariableNameBase ( [FName](API\Runtime\Core\UObject\FName) InPinName ) const
|
[] |
UAnimGraphNode_CustomProperty::GetPropertyTypeText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Gets a property's type asFText(for UI)
|
AnimGraph
|
[FText](API\Runtime\Core\Internationalization\FText) GetPropertyTypeText ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )
|
[] |
UAnimGraphNode_CustomProperty::GetTargetSkeletonClass
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Helper used to get the skeleton class we are targeting.
|
AnimGraph
|
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetTargetSkeletonClass() const
|
[] |
UAnimGraphNode_CustomProperty::GetTargetClass
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Gets Target Class this properties to link.
|
AnimGraph
|
[UClass](API\Runtime\CoreUObject\UObject\UClass) * GetTargetClass() const
|
[] |
UAnimGraphNode_CustomProperty::HasBinding
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Check whether the specified property is bound via PropertyBindings.
|
AnimGraph
|
virtual bool HasBinding ( [FName](API\Runtime\Core\UObject\FName) InPropertyName ) const
|
[] |
UAnimGraphNode_CustomProperty::HasExternalDependencies
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).
|
AnimGraph
|
virtual bool HasExternalDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< class [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const
|
[] |
UAnimGraphNode_CustomProperty::IsPinBindable
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Check whether the named pin is bindable.
|
AnimGraph
|
virtual bool IsPinBindable ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const
|
[] |
UAnimGraphNode_CustomProperty::IsStructuralProperty
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Check whether the specified property is structural (i.e. should we rebuild the UI if it changes)
|
AnimGraph
|
virtual bool IsStructuralProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const
|
[] |
UAnimGraphNode_CustomProperty::NeedsToSpecifyValidTargetClass
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Whether this node needs a valid target class up-front.
|
AnimGraph
|
virtual bool NeedsToSpecifyValidTargetClass() const
|
[] |
UAnimGraphNode_CustomProperty::OnInstanceClassChanged
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
User changed the instance class.
|
AnimGraph
|
void OnInstanceClassChanged ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailBuilder )
|
[] |
UAnimGraphNode_CustomProperty::OnCopyTermDefaultsToDefaultObject
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.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_CustomProperty::OnProcessDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.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_CustomProperty::OnStructuralPropertyChanged
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
--UI CALLBACKS -- // User changed the instance class etc.
|
AnimGraph
|
void OnStructuralPropertyChanged ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailBuilder )
|
[] |
UAnimGraphNode_CustomProperty::PinConnectionListChanged
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.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_CustomProperty::PostDuplicate
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.
|
AnimGraph
|
virtual void PostDuplicate ( bool bDuplicateForPIE )
|
[] |
UAnimGraphNode_CustomProperty::PostEditChangeProperty
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Called when a property on this object has been modified externally
|
AnimGraph
|
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
|
[] |
UAnimGraphNode_CustomProperty::Serialize
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.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_CustomProperty::SetCustomPinVisibility
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
Sets the visibility of the specified pin, reconstructs the node if it changes.
|
AnimGraph
|
void SetCustomPinVisibility ( bool bInVisible, int32 InOptionalPinIndex )
|
[] |
UAnimGraphNode_CustomProperty::ValidateAnimNodeDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.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_CustomProperty
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
|
AnimGraph
|
class UAnimGraphNode_CustomProperty : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base), public [IClassVariableCreator](API\Editor\AnimGraph\IClassVariableCreator)
|
[
{
"type": "TArray<FOption...",
"name": "CustomPinProperties",
"description": "Exposed pin data for custom properties"
}
] |
|
UAnimGraphNode_CustomTransitionResult::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomTransitionResult.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_CustomTransitionResult::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomTransitionResult.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_CustomTransitionResult::GetNodeTitleColor
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomTransitionResult.h
|
Gets the draw color of a node's title bar
|
AnimGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UAnimGraphNode_CustomTransitionResult::UAnimGraphNode_CustomTransitionResult
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomTransitionResult.h
|
AnimGraph
|
UAnimGraphNode_CustomTransitionResult ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_CustomTransitionResult
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomTransitionResult.h
|
AnimGraph
|
class UAnimGraphNode_CustomTransitionResult : public [UAnimGraphNode_StateResult](API\Editor\AnimGraph\UAnimGraphNode_StateResult)
|
[] |
|
UAnimGraphNode_DeadBlending
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_DeadBlending.h
|
AnimGraph
|
class UAnimGraphNode_DeadBlending : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
|
[] |
|
UAnimGraphNode_Fabrik::CopyNodeDataToPreviewNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Fabrik.h
|
Called to propagate data from the internal node to the preview in Persona.
|
AnimGraph
|
virtual void CopyNodeDataToPreviewNode ( [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InPreviewNode )
|
[] |
UAnimGraphNode_Fabrik::Draw
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Fabrik.h
|
Draw function for supporting visualization.
|
AnimGraph
|
virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const
|
[] |
UAnimGraphNode_Fabrik::GetControllerDescription
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Fabrik.h
|
Returns the short descriptive name of the controller.
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
|
[] |
UAnimGraphNode_Fabrik::GetEditorMode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Fabrik.h
|
Override this function to push an editor mode when this node is selected
the editor mode to use when this node is selected
|
AnimGraph
|
virtual FEditorModeID GetEditorMode() const
|
[] |
UAnimGraphNode_Fabrik::GetNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Fabrik.h
|
AnimGraph
|
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
|
[] |
|
UAnimGraphNode_Fabrik::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Fabrik.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_Fabrik::Serialize
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Fabrik.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_Fabrik::UAnimGraphNode_Fabrik
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Fabrik.h
|
AnimGraph
|
UAnimGraphNode_Fabrik ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.