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_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 ... | |
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"
... | |
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 | [] |
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 | [] |
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 | [] |
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 ) | [] |
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 ) | [] |
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() | [] |
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() | [] |
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 ) | [] |
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() | [] |
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 | [] |
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 ) | [] |
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 ) | [] |
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 ) | [] |
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 | [] |
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 | [] |
UAnimGraphNode_ModifyBone::GetNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.h | AnimGraph | virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const | [] | |
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 | [] |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.