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UAnimGraphNode_Fabrik
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Fabrik.h
Editor node for FABRIK IK skeletal controller.
AnimGraph
class UAnimGraphNode_Fabrik : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "FAnimNode_Fabri...", "name": "Node", "description": "" } ]
UAnimGraphNode_HandIKRetargeting::GetControllerDescription
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_HandIKRetargeting.h
Returns the short descriptive name of the controller.
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
[]
UAnimGraphNode_HandIKRetargeting::GetNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_HandIKRetargeting.h
AnimGraph
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
UAnimGraphNode_HandIKRetargeting::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_HandIKRetargeting.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_HandIKRetargeting::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_HandIKRetargeting.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_HandIKRetargeting
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_HandIKRetargeting.h
AnimGraph
class UAnimGraphNode_HandIKRetargeting : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "FAnimNode_HandI...", "name": "Node", "description": "" } ]
UAnimGraphNode_HandIKRetargeting::UAnimGraphNode_HandIKRetargeting
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_HandIKRetargeting.h
AnimGraph
UAnimGraphNode_HandIKRetargeting ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_IdentityPose::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_IdentityPose.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_IdentityPose::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_IdentityPose.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_IdentityPose::UAnimGraphNode_IdentityPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_IdentityPose.h
AnimGraph
UAnimGraphNode_IdentityPose ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_IdentityPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_IdentityPose.h
AnimGraph
class UAnimGraphNode_IdentityPose : public [UAnimGraphNode_RefPoseBase](API\Editor\AnimGraph\UAnimGraphNode_RefPoseBase)
[]
UAnimGraphNode_Inertialization
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Inertialization.h
AnimGraph
class UAnimGraphNode_Inertialization : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[]
UAnimGraphNode_LayeredBoneBlend::AddPinToBlendByFilter
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LayeredBoneBlend.h
Adds a new pose pin.
AnimGraph
virtual void AddPinToBlendByFilter()
[]
UAnimGraphNode_LayeredBoneBlend::CustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LayeredBoneBlend.h
Can customize details tab
AnimGraph
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_LayeredBoneBlend::GetNodeCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LayeredBoneBlend.h
Gets the menu category this node belongs in.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
[]
UAnimGraphNode_LayeredBoneBlend::GetNodeContextMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LayeredBoneBlend.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_LayeredBoneBlend::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LayeredBoneBlend.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_LayeredBoneBlend::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LayeredBoneBlend.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_LayeredBoneBlend::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LayeredBoneBlend.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_LayeredBoneBlend::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LayeredBoneBlend.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_LayeredBoneBlend::PostLoad
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LayeredBoneBlend.h
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.
AnimGraph
virtual void PostLoad()
[]
UAnimGraphNode_LayeredBoneBlend::PreloadRequiredAssets
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LayeredBoneBlend.h
Called before compilation begins, giving a blueprint time to force the linker to load data
AnimGraph
virtual void PreloadRequiredAssets()
[]
UAnimGraphNode_LayeredBoneBlend::RemovePinFromBlendByFilter
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LayeredBoneBlend.h
AnimGraph
virtual void RemovePinFromBlendByFilter ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UAnimGraphNode_LayeredBoneBlend::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LayeredBoneBlend.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_LayeredBoneBlend::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LayeredBoneBlend.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 ValidateAnimNodeDuringCompilation ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_LayeredBoneBlend::UAnimGraphNode_LayeredBoneBlend
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LayeredBoneBlend.h
AnimGraph
UAnimGraphNode_LayeredBoneBlend ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_LayeredBoneBlend
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LayeredBoneBlend.h
AnimGraph
class UAnimGraphNode_LayeredBoneBlend : public [UAnimGraphNode_BlendListBase](API\Editor\AnimGraph\UAnimGraphNode_BlendListBase)
[ { "type": "FAnimNode_Layer...", "name": "Node", "description": "" } ]
UAnimGraphNode_LegIK::GetControllerDescription
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LegIK.h
Returns the short descriptive name of the controller.
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
[]
UAnimGraphNode_LegIK::GetNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LegIK.h
AnimGraph
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
UAnimGraphNode_LegIK::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LegIK.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_LegIK::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LegIK.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_LegIK::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LegIK.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_LegIK
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LegIK.h
AnimGraph
class UAnimGraphNode_LegIK : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "FAnimNode_LegIK", "name": "Node", "description": "" } ]
UAnimGraphNode_LegIK::UAnimGraphNode_LegIK
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LegIK.h
AnimGraph
UAnimGraphNode_LegIK ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_LinkedAnimGraph::GetCustomPropertyNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
BeginUAnimGraphNode_CustomProperty.
AnimGraph
virtual [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode()
[]
UAnimGraphNode_LinkedAnimGraph::GetCustomPropertyNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
AnimGraph
virtual const [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode() const
[]
UAnimGraphNode_LinkedAnimGraph::GetExternalGraphs
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
Get external graphs to display for this node.
AnimGraph
virtual [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GetExternalGraphs() const
[]
UAnimGraphNode_LinkedAnimGraph::GetLinkedAnimGraphNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
BeginUAnimGraphNode_LinkedAnimGraphBase.
AnimGraph
virtual [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode()
[]
UAnimGraphNode_LinkedAnimGraph::GetLinkedAnimGraphNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
AnimGraph
virtual const [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode() const
[]
UAnimGraphNode_LinkedAnimGraph::IsActionFilteredOut
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
Determine if the node of this type should be filtered in the actions menu
AnimGraph
virtual bool IsActionFilteredOut ( class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )
[]
UAnimGraphNode_LinkedAnimGraph::GetMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
BeginUK2Node.
AnimGraph
virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const
[]
UAnimGraphNode_LinkedAnimGraph::PostPasteNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
BeginUEdGraphNode.
AnimGraph
virtual void PostPasteNode()
[]
UAnimGraphNode_LinkedAnimGraph
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
AnimGraph
class UAnimGraphNode_LinkedAnimGraph : public [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-), public [IK2Node_ExternalGraphInterface](API\Editor\BlueprintGraph\IK2Node_ExternalGraphInterface)
[ { "type": "FAnimNode_Linke...", "name": "Node", "description": "" } ]
UAnimGraphNode_LinkedAnimGraph::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
BeginUObject.
AnimGraph
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAnimGraphNode_LinkedAnimGraphBase::AllocatePoseLinks
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Called pre-compilation to allocate pose links.
AnimGraph
void AllocatePoseLinks()
[]
UAnimGraphNode_LinkedAnimGraphBase::CreateOutputPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Create any output pins necessary for this node.
AnimGraph
virtual void CreateOutputPins()
[]
UAnimGraphNode_LinkedAnimGraphBase::CustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Can customize details tab
AnimGraph
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_LinkedAnimGraphBase::GenerateExposedPinsDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Generates widgets for exposing/hiding Pins for this node using the provided detail builder
AnimGraph
void GenerateExposedPinsDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_LinkedAnimGraphBase::GetCurrentInstanceBlueprintPath
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Gets path to the currently selected instance class' blueprint.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetCurrentInstanceBlueprintPath() const
[]
UAnimGraphNode_LinkedAnimGraphBase::GetDefaultNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetDefaultNodeTitleColor() const
[]
UAnimGraphNode_LinkedAnimGraphBase::GetEventNodeAction
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
AnimGraph
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetEventNodeAction ( const [FText](API\Runtime\Core\Internationalization\FText) & ActionCategory )
[]
UAnimGraphNode_LinkedAnimGraphBase::GetIconAndTint
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Icon to use in menu or on node
AnimGraph
virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const
[]
UAnimGraphNode_LinkedAnimGraphBase::GetLinkedAnimGraphNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Node accessor.
AnimGraph
virtual [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode()
[]
UAnimGraphNode_LinkedAnimGraphBase::GetLinkedAnimGraphNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
AnimGraph
virtual const [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode() const
[]
UAnimGraphNode_LinkedAnimGraphBase::GetLinkIDLocation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
AnimGraph
virtual [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) GetLinkIDLocation ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * NodeType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin )
[]
UAnimGraphNode_LinkedAnimGraphBase::GetMenuCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.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_LinkedAnimGraphBase::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.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_LinkedAnimGraphBase::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_LinkedAnimGraphBase::GetOutputLinkAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.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_LinkedAnimGraphBase::GetRequiredExtensions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Get the extension types that this node type holds on the anim blueprint. Some extension types are always requested by the system.
AnimGraph
virtual void GetRequiredExtensions ( [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) >> & OutExtensions ) const
[]
UAnimGraphNode_LinkedAnimGraphBase::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_LinkedAnimGraphBase::HandleFunctionReferenceChanged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Handler for when the function reference gets re-resolved on node reconstruction.
AnimGraph
virtual void HandleFunctionReferenceChanged ( [FName](API\Runtime\Core\UObject\FName) InNewName )
[]
UAnimGraphNode_LinkedAnimGraphBase::HasInstanceLoop
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Finds out whether there is a loop in the graph formed by linked instances from this node.
AnimGraph
bool HasInstanceLoop()
[]
UAnimGraphNode_LinkedAnimGraphBase::HasInstanceLoop_Recursive
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Finds out whether there is a loop in the graph formed by linked instances from CurrNode, used by HasInstanceLoop. VisitedNodes and NodeStack are required to track the graph links VisitedNodes - Node we have searched the links of, so we don't do it twice NodeStack - The currently considered chain of nodes. If a loop is detected this will contain the chain that causes the loop
AnimGraph
static bool HasInstanceLoop_Recursive ( [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-) * CurrNode, [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & VisitedNodes, [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & NodeStack )
[]
UAnimGraphNode_LinkedAnimGraphBase::IsStructuralProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.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_LinkedAnimGraphBase::IterateFunctionParameters
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Helper func for generating pins.
AnimGraph
void IterateFunctionParameters ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FName](API\Runtime\Core\UObject\FName) &, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) &)> InFunc ) const
[]
UAnimGraphNode_LinkedAnimGraphBase::NeedsToSpecifyValidTargetClass
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Whether this node needs a valid target class up-front.
AnimGraph
virtual bool NeedsToSpecifyValidTargetClass() const
[]
UAnimGraphNode_LinkedAnimGraphBase::OnCopyTermDefaultsToDefaultObject
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.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_LinkedAnimGraphBase::OnSetInstanceBlueprint
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Instance blueprint was changed by user.
AnimGraph
void OnSetInstanceBlueprint ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * InDetailBuilder )
[]
UAnimGraphNode_LinkedAnimGraphBase::OnShouldFilterInstanceBlueprint
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Filter callback for blueprints (only accept matching skeletons/interfaces)
AnimGraph
virtual bool OnShouldFilterInstanceBlueprint ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const
[]
UAnimGraphNode_LinkedAnimGraphBase::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Called when a property on this object has been modified externally
AnimGraph
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimGraphNode_LinkedAnimGraphBase::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.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_LinkedAnimGraphBase::ShouldShowAttributesOnPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
wether to show graph attribute icons on pins for this node.
AnimGraph
virtual bool ShouldShowAttributesOnPins() const
[]
UAnimGraphNode_LinkedAnimGraphBase::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.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_LinkedAnimGraphBase
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
AnimGraph
class UAnimGraphNode_LinkedAnimGraphBase : public [UAnimGraphNode_CustomProperty](API\Editor\AnimGraph\UAnimGraphNode_CustomProperty), public [IK2Node_EventNodeInterface](API\Editor\BlueprintGraph\IK2Node_EventNodeInterface)
[ { "type": "bool", "name": "bIsInterfaceBlueprint", "description": "Interface flag used for filtering unloaded classes." }, { "type": "bool", "name": "bIsTemplateAnimBlueprint", "description": "Template flag used for filtering unloaded classes." }, { "type": "FMemberReferenc...", "name": "FunctionReference", "description": "Reference to the stub function that this node uses." }, { "type": "FString", "name": "SkeletonName", "description": "Skeleton name used for filtering unloaded classes." } ]
UAnimGraphNode_LinkedAnimLayer::CreateCustomPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.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_LinkedAnimLayer::CustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Can customize details tab
AnimGraph
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_LinkedAnimLayer::GetCurrentInstanceBlueprintPath
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Gets path to the currently selected instance class' blueprint.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetCurrentInstanceBlueprintPath() const
[]
UAnimGraphNode_LinkedAnimLayer::GetCustomPropertyNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
BeginUAnimGraphNode_CustomProperty.
AnimGraph
virtual [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode()
[]
UAnimGraphNode_LinkedAnimLayer::GetCustomPropertyNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
virtual const [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode() const
[]
UAnimGraphNode_LinkedAnimLayer::GetDefaultNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetDefaultNodeTitleColor() const
[]
UAnimGraphNode_LinkedAnimLayer::GetGuidForLayer
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Helper function to get the interface graph GUID currently in use by the selected layer.
AnimGraph
[FGuid](API\Runtime\Core\Misc\FGuid) GetGuidForLayer() const
[]
UAnimGraphNode_LinkedAnimLayer::GetIconAndTint
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Icon to use in menu or on node
AnimGraph
virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const
[]
UAnimGraphNode_LinkedAnimLayer::GetInterfaceForLayer
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Helper function to get the interface currently in use by the selected layer.
AnimGraph
[TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > GetInterfaceForLayer() const
[]
UAnimGraphNode_LinkedAnimLayer::GetJumpTargetForDoubleClick
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Bydefault return any animation assets we have.
AnimGraph
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const
[]
UAnimGraphNode_LinkedAnimLayer::GetLayerName
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Gets the name of the layer we refer to.
AnimGraph
[FName](API\Runtime\Core\UObject\FName) GetLayerName() const
[]
UAnimGraphNode_LinkedAnimLayer::GetLayerNames
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
--UI CALLBACKS -- // Handlers for layer combo
AnimGraph
void GetLayerNames ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) >> & OutStrings, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SToolTip](API\Runtime\Slate\Widgets\SToolTip) >> & OutToolTips, [TArray](API\Runtime\Core\Containers\TArray)< bool > & OutRestrictedItems )
[]
UAnimGraphNode_LinkedAnimLayer::GetLayerNameString
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
[FString](API\Runtime\Core\Containers\FString) GetLayerNameString() const
[]
UAnimGraphNode_LinkedAnimLayer::GetLinkedAnimGraphNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
BeginUAnimGraphNode_LinkedAnimGraphBase.
AnimGraph
virtual [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode()
[]
UAnimGraphNode_LinkedAnimLayer::GetLinkedAnimGraphNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
virtual const [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode() const
[]
UAnimGraphNode_LinkedAnimLayer::GetMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.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_LinkedAnimLayer::GetLinkTarget
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
void GetLinkTarget ( [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutTargetGraph, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) *& OutTargetBlueprint ) const
[]
UAnimGraphNode_LinkedAnimLayer::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.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_LinkedAnimLayer::GetPinProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.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_LinkedAnimLayer::GetTargetSkeletonClass
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Helper used to get the skeleton class we are targeting.
AnimGraph
virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetTargetSkeletonClass() const
[]
UAnimGraphNode_LinkedAnimLayer::GetPreviewNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Get the preview node, if any, when instanced in an animation blueprint and debugged.
AnimGraph
[FAnimNode_LinkedAnimLayer](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimLayer) * GetPreviewNode() const
[]
UAnimGraphNode_LinkedAnimLayer::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_LinkedAnimLayer::HandleFunctionReferenceChanged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Handler for when the function reference gets re-resolved on node reconstruction.
AnimGraph
virtual void HandleFunctionReferenceChanged ( [FName](API\Runtime\Core\UObject\FName) InNewName )
[]
UAnimGraphNode_LinkedAnimLayer::HandleInstanceChanged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
void HandleInstanceChanged()
[]
UAnimGraphNode_LinkedAnimLayer::HandleSetObjectBeingDebugged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
void HandleSetObjectBeingDebugged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InDebugObj )
[]