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UAnimGraphNode_LinkedAnimLayer::HasAvailableLayers
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
bool HasAvailableLayers() const
[]
UAnimGraphNode_LinkedAnimLayer::HasExternalDependencies
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.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_LinkedAnimLayer::HasValidNonSelfLayer
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
bool HasValidNonSelfLayer() const
[]
UAnimGraphNode_LinkedAnimLayer::IsActionFilteredOut
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.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_LinkedAnimLayer::IsStructuralProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.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_LinkedAnimLayer::JumpToDefinition
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true)
AnimGraph
virtual void JumpToDefinition() const
[]
UAnimGraphNode_LinkedAnimLayer::OnShouldFilterInstanceBlueprint
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Filter callback for blueprints (only accept matching skeletons/interfaces)
AnimGraph
virtual bool OnShouldFilterInstanceBlueprint ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const
[]
UAnimGraphNode_LinkedAnimLayer::OnLayerChanged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
void OnLayerChanged ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailBuilder )
[]
UAnimGraphNode_LinkedAnimLayer::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.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_LinkedAnimLayer::ReconstructNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Refresh the connectors on a node, preserving as many connections as it can.
AnimGraph
virtual void ReconstructNode()
[]
UAnimGraphNode_LinkedAnimLayer::SetLayerName
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Sets the name of the layer we refer to.
AnimGraph
void SetLayerName ( [FName](API\Runtime\Core\UObject\FName) InName )
[]
UAnimGraphNode_LinkedAnimLayer::SetupFromLayerId
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Helper function to setup a newly spawned node.
AnimGraph
void SetupFromLayerId ( [FName](API\Runtime\Core\UObject\FName) InLayerId )
[]
UAnimGraphNode_LinkedAnimLayer::UpdateGuidForLayer
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Optionally updates layer GUID if it is invalid.
AnimGraph
void UpdateGuidForLayer()
[]
UAnimGraphNode_LinkedAnimLayer::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.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_LinkedAnimLayer::ValidateCircularRefAndNesting
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Used during compilation to check if the blueprint structure causes any circular references or nested linked layer nodes.
AnimGraph
void ValidateCircularRefAndNesting ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * CurrentGraph, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > & AllGraphs, [TArray](API\Runtime\Core\Containers\TArray)< const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GraphStack, bool bWithinLinkedLayerGraph, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_LinkedInputPose::AllocateDefaultPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
AnimGraph
virtual void AllocateDefaultPins()
[]
UAnimGraphNode_LinkedInputPose::CanDuplicateNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
AnimGraph
virtual bool CanDuplicateNode() const
[]
UAnimGraphNode_LinkedInputPose::CanUserDeleteNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
Whether or not this node can be deleted by user action
AnimGraph
virtual bool CanUserDeleteNode() const
[]
UAnimGraphNode_LinkedInputPose::ConformInputPoseName
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
Conform input pose name according to function
AnimGraph
void ConformInputPoseName()
[]
UAnimGraphNode_LinkedInputPose::CreateClassVariablesFromBlueprint
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
IClassVariableCreatorinterface
AnimGraph
virtual void CreateClassVariablesFromBlueprint ( [IAnimBlueprintVariableCreationContext](API\Editor\AnimGraph\IAnimBlueprintVariableCreationCo-) & InCreationContext )
[]
UAnimGraphNode_LinkedInputPose::CustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
UAnimGraphNode_Baseinterface
AnimGraph
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_LinkedInputPose::GetMenuCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.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_LinkedInputPose::ExpandNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
UK2Nodeinterface
AnimGraph
virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & InCompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph )
[]
UAnimGraphNode_LinkedInputPose::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.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_LinkedInputPose::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
UEdGraphNodeinterface
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_LinkedAnimLayer
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
class UAnimGraphNode_LinkedAnimLayer : public [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-)
[ { "type": "FGuid", "name": "InterfaceGuid", "description": "Guid of the named layer graph we refer to" }, { "type": "FAnimNode_Linke...", "name": "Node", "description": "" }, { "type": "FDelegateHandle", "name": "SetObjectBeingDebuggedHandle", "description": "Handle used to hook into object being debugged changing." } ]
UAnimGraphNode_LinkedInputPose::GetNumInputs
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
the number of parameter inputs this node provides. This is either determined via the Inputs array or via the FunctionReference.
AnimGraph
int32 GetNumInputs() const
[]
UAnimGraphNode_LinkedInputPose::GetOutputLinkAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.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_LinkedInputPose::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_LinkedInputPose::IsCompatibleWithGraph
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
Determine if a node of this type can be created for the specified graph.
AnimGraph
virtual bool IsCompatibleWithGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) const * Graph ) const
[]
UAnimGraphNode_LinkedInputPose::HasExternalDependencies
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.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)< [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const
[]
UAnimGraphNode_LinkedInputPose::IterateFunctionParameters
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
Helper function for iterating stub function parameters
AnimGraph
void IterateFunctionParameters ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FName](API\Runtime\Core\UObject\FName) &, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) &)> InFunc ) const
[]
UAnimGraphNode_LinkedInputPose::IsEditable
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
whether this node is editable. Non-editable nodes are implemented from function interfaces
AnimGraph
bool IsEditable() const
[]
UAnimGraphNode_LinkedInputPose::MakeNameWidget
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
Make a name widget for this linked input pose node
AnimGraph
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeNameWidget ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_LinkedInputPose::OnCopyTermDefaultsToDefaultObject
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.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_LinkedInputPose::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
UObjectinterface
AnimGraph
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimGraphNode_LinkedInputPose::PostPlacedNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.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_LinkedInputPose::PromoteFromInterfaceOverride
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
Promotes the node from being a part of an interface override to a full function that allows for parameter and result pin additions
AnimGraph
void PromoteFromInterfaceOverride()
[]
UAnimGraphNode_LinkedInputPose::ReallocatePinsDuringReconstruction
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.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_LinkedInputPose::ShouldShowAttributesOnPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
wether to show graph attribute icons on pins for this node.
AnimGraph
virtual bool ShouldShowAttributesOnPins() const
[]
UAnimGraphNode_LinkedInputPose::ValidateAgainstFunctionReference
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
Validate pose index against the function reference (used to determine whether we should exist or not)
AnimGraph
bool ValidateAgainstFunctionReference() const
[]
UAnimGraphNode_LinkedInputPose::UAnimGraphNode_LinkedInputPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
AnimGraph
UAnimGraphNode_LinkedInputPose()
[]
UAnimGraphNode_LinkedInputPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
AnimGraph
class UAnimGraphNode_LinkedInputPose : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base), public [IClassVariableCreator](API\Editor\AnimGraph\IClassVariableCreator)
[ { "type": "FMemberReferenc...", "name": "FunctionReference", "description": "Reference to the stub function we use to build our parameters" }, { "type": "int32", "name": "InputPoseIndex", "description": "The index of the input pose, used alongside FunctionReference to build parameters" }, { "type": "TArray<FAnimBl...", "name": "Inputs", "description": "" }, { "type": "FAnimNode_Linke...", "name": "Node", "description": "" } ]
UAnimGraphNode_LocalRefPose::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalRefPose.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_LocalRefPose::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalRefPose.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_LocalRefPose::UAnimGraphNode_LocalRefPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalRefPose.h
AnimGraph
UAnimGraphNode_LocalRefPose ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_LocalToComponentSpace::CreateOutputPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalToComponentSpace.h
Create any output pins necessary for this node.
AnimGraph
virtual void CreateOutputPins()
[]
UAnimGraphNode_LocalRefPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalRefPose.h
AnimGraph
class UAnimGraphNode_LocalRefPose : public [UAnimGraphNode_RefPoseBase](API\Editor\AnimGraph\UAnimGraphNode_RefPoseBase)
[]
UAnimGraphNode_LocalToComponentSpace::GetMenuCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalToComponentSpace.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_LocalToComponentSpace::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalToComponentSpace.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_LocalToComponentSpace::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalToComponentSpace.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_LocalToComponentSpace::PostProcessPinName
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalToComponentSpace.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_LocalToComponentSpace::UAnimGraphNode_LocalToComponentSpace
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalToComponentSpace.h
AnimGraph
UAnimGraphNode_LocalToComponentSpace ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_LocalToComponentSpace::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalToComponentSpace.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_LookAt::Draw
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.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_LocalToComponentSpace
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalToComponentSpace.h
AnimGraph
class UAnimGraphNode_LocalToComponentSpace : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FAnimNode_Conve...", "name": "Node", "description": "" } ]
UAnimGraphNode_LookAt::GetEditorMode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.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_LookAt::GetControllerDescription
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.h
Returns the short descriptive name of the controller.
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
[]
UAnimGraphNode_LookAt::GetNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.h
AnimGraph
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
UAnimGraphNode_LookAt::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.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_LookAt::GetOnScreenDebugInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.h
Function to collect strings from nodes to display in the viewport. Use this rather than DrawCanvas when adding general text to the viewport.
AnimGraph
virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & DebugInfo, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * RuntimeAnimNode, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const
[]
UAnimGraphNode_LookAt::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_LookAt::UAnimGraphNode_LookAt
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.h
AnimGraph
UAnimGraphNode_LookAt ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_LookAt::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.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_LookAt
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.h
AnimGraph
class UAnimGraphNode_LookAt : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "FAnimNode_LookA...", "name": "Node", "description": "" } ]
UAnimGraphNode_MakeDynamicAdditive::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MakeDynamicAdditive.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_MakeDynamicAdditive::GetNodeCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MakeDynamicAdditive.h
Gets the menu category this node belongs in.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
[]
UAnimGraphNode_MakeDynamicAdditive::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MakeDynamicAdditive.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_MakeDynamicAdditive::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MakeDynamicAdditive.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_MakeDynamicAdditive::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MakeDynamicAdditive.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_MakeDynamicAdditive::UAnimGraphNode_MakeDynamicAdditive
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MakeDynamicAdditive.h
AnimGraph
UAnimGraphNode_MakeDynamicAdditive ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_MakeDynamicAdditive
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MakeDynamicAdditive.h
AnimGraph
class UAnimGraphNode_MakeDynamicAdditive : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FAnimNode_MakeD...", "name": "Node", "description": "" } ]
UAnimGraphNode_MeshRefPose::CreateOutputPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MeshRefPose.h
Create any output pins necessary for this node.
AnimGraph
virtual void CreateOutputPins()
[]
UAnimGraphNode_MeshRefPose::GetNodeCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MeshRefPose.h
Gets the menu category this node belongs in.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
[]
UAnimGraphNode_MeshRefPose::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MeshRefPose.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_MeshRefPose::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MeshRefPose.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_MeshRefPose::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MeshRefPose.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_MeshRefPose::UAnimGraphNode_MeshRefPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MeshRefPose.h
AnimGraph
UAnimGraphNode_MeshRefPose ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_MeshRefPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MeshRefPose.h
AnimGraph
class UAnimGraphNode_MeshRefPose : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FAnimNode_MeshS...", "name": "Node", "description": "" } ]
UAnimGraphNode_Mirror::GetMenuCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.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_Mirror::GetMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.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_Mirror::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.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_Mirror::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
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UAnimGraphNode_Mirror::GetOutputLinkAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.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
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UAnimGraphNode_Mirror::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
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UAnimGraphNode_Mirror::IsActionFilteredOut
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.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 )
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UAnimGraphNode_Mirror::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h
Called when a property on this object has been modified externally
AnimGraph
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
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UAnimGraphNode_Mirror::PostLoad
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.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()
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UAnimGraphNode_Mirror::PostPlacedNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.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()
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UAnimGraphNode_Mirror::PreEditChange
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h
This is called when a property is about to be modified externally
AnimGraph
virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )
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UAnimGraphNode_Mirror::PreloadRequiredAssets
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h
Called before compilation begins, giving a blueprint time to force the linker to load data
AnimGraph
virtual void PreloadRequiredAssets()
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UAnimGraphNode_Mirror::SupportsAssetClass
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h
Returns whether this node supports the supplied asset class
AnimGraph
virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const
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UAnimGraphNode_Mirror::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.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 )
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UAnimGraphNode_Mirror
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h
AnimGraph
class UAnimGraphNode_Mirror : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FAnimNode_Mirro...", "name": "Node", "description": "" } ]
UAnimGraphNode_ModifyBone::CopyNodeDataToPreviewNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.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 )
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UAnimGraphNode_ModifyBone::CopyPinDefaultsToNodeData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.h
Called after editing a default value to update internal node from pin defaults. This is needed for forwarding code to propagate values to preview.
AnimGraph
virtual void CopyPinDefaultsToNodeData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )
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UAnimGraphNode_ModifyBone::GetControllerDescription
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.h
Returns the short descriptive name of the controller.
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
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UAnimGraphNode_ModifyBone::GetEditorMode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.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
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UAnimGraphNode_ModifyBone::GetNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.h
AnimGraph
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
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UAnimGraphNode_ModifyBone::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.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
[]