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