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_ModifyBone::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_ModifyBone::ValidateAnimNodeDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.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_ModifyBone::UAnimGraphNode_ModifyBone
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.h
|
AnimGraph
|
UAnimGraphNode_ModifyBone ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_ModifyBone
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.h
|
AnimGraph
|
class UAnimGraphNode_ModifyBone : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
|
[
{
"type": "FAnimNode_Modif...",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_ModifyCurve::CustomizePinData
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyCurve.h
|
Customize pin data based on the input
|
AnimGraph
|
virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const
|
[] |
UAnimGraphNode_ModifyCurve::GetMenuCategory
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyCurve.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_ModifyCurve::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyCurve.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_ModifyCurve::UAnimGraphNode_ModifyCurve
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyCurve.h
|
AnimGraph
|
UAnimGraphNode_ModifyCurve()
|
[] |
|
UAnimGraphNode_ModifyCurve::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyCurve.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_ModifyCurve
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyCurve.h
|
Easy way to modify curve values on a pose
|
AnimGraph
|
class UAnimGraphNode_ModifyCurve : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
|
[] |
UAnimGraphNode_MultiWayBlend::AddPinToBlendNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.h
|
Adds a new pose pin.
|
AnimGraph
|
virtual void AddPinToBlendNode()
|
[] |
UAnimGraphNode_MultiWayBlend::GetNodeCategory
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.h
|
Gets the menu category this node belongs in.
|
AnimGraph
|
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
|
[] |
UAnimGraphNode_MultiWayBlend::GetNodeContextMenuActions
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.h
|
Gets a list of actions that can be done to this particular node
|
AnimGraph
|
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
|
[] |
UAnimGraphNode_ModifyCurve::GetNodeContextMenuActions
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyCurve.h
|
Gets a list of actions that can be done to this particular node
|
AnimGraph
|
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
|
[] |
UAnimGraphNode_MultiWayBlend::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.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_MultiWayBlend::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_MultiWayBlend::GetNodeTitleColor
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.h
|
Gets the draw color of a node's title bar
|
AnimGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UAnimGraphNode_MultiWayBlend::PostPlacedNewNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.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_MultiWayBlend::ReallocatePinsDuringReconstruction
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.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_MultiWayBlend::RemovePinFromBlendNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.h
|
AnimGraph
|
virtual void RemovePinFromBlendNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
|
[] |
|
UAnimGraphNode_MultiWayBlend::UAnimGraphNode_MultiWayBlend
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.h
|
AnimGraph
|
UAnimGraphNode_MultiWayBlend ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_MultiWayBlend
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.h
|
AnimGraph
|
class UAnimGraphNode_MultiWayBlend : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
|
[
{
"type": "FAnimNode_Multi...",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_ObserveBone::CreateVisualWidget
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.h
|
Create a visual widget to represent this node in a graph editor or graph panel. If not implemented, the default node factory will be used.
|
AnimGraph
|
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphNode](API\Editor\GraphEditor\SGraphNode) > CreateVisualWidget()
|
[] |
UAnimGraphNode_ObserveBone::CustomizeDetails
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.h
|
Can customize details tab
|
AnimGraph
|
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
|
[] |
UAnimGraphNode_ObserveBone::CustomizePinData
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.h
|
Customize pin data based on the input
|
AnimGraph
|
virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const
|
[] |
UAnimGraphNode_ObserveBone::GetControllerDescription
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.h
|
Returns the short descriptive name of the controller.
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
|
[] |
UAnimGraphNode_ObserveBone::GetEditorMode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.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_ObserveBone::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.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_ObserveBone::GetNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.h
|
AnimGraph
|
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
|
[] |
|
UAnimGraphNode_ObserveBone::GetNodeTitleColor
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.h
|
Gets the draw color of a node's title bar
|
AnimGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UAnimGraphNode_ObserveBone::ValidateAnimNodeDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.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_ObserveBone::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_ObserveBone::UAnimGraphNode_ObserveBone
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.h
|
AnimGraph
|
UAnimGraphNode_ObserveBone ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_ObserveBone
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.h
|
This allows you to observe the state of a bone at a particular point in the graph, showing it in any space and optionally relative to the reference pose.
|
AnimGraph
|
class UAnimGraphNode_ObserveBone : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
|
[
{
"type": "FAnimNode_Obser...",
"name": "Node",
"description": ""
}
] |
UAnimGraphNode_PoseBlendNode::DoesSupportTimeForTransitionGetter
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h
|
Interface to support transition getter.
|
AnimGraph
|
virtual bool DoesSupportTimeForTransitionGetter() const
|
[] |
UAnimGraphNode_PoseBlendNode::GetAllAnimationSequencesReferred
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h
|
Populate the supplied arrays with the currently reffered to animation assets.
|
AnimGraph
|
virtual void GetAllAnimationSequencesReferred ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssets ) const
|
[] |
UAnimGraphNode_PoseBlendNode::GetMenuActions
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.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_PoseBlendNode::GetMenuCategory
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.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_PoseBlendNode::GetNodeContextMenuActions
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h
|
Gets a list of actions that can be done to this particular node
|
AnimGraph
|
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
|
[] |
UAnimGraphNode_PoseBlendNode::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.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_PoseBlendNode::GetPoseHandlerNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h
|
AnimGraph
|
virtual [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode()
|
[] |
|
UAnimGraphNode_PoseBlendNode::GetPoseHandlerNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h
|
AnimGraph
|
virtual const [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() const
|
[] |
|
UAnimGraphNode_PoseBlendNode::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_PoseBlendNode::ReplaceReferredAnimations
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h
|
Replace references to animations that exist in the supplied maps.
|
AnimGraph
|
virtual void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap )
|
[] |
UAnimGraphNode_PoseBlendNode::SupportsAssetClass
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h
|
Returns whether this node supports the supplied asset class
|
AnimGraph
|
virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const
|
[] |
UAnimGraphNode_PoseBlendNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h
|
AnimGraph
|
class UAnimGraphNode_PoseBlendNode : public [UAnimGraphNode_PoseHandler](API\Editor\AnimGraph\UAnimGraphNode_PoseHandler)
|
[
{
"type": "FAnimNode_PoseB...",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_PoseBlendNode::UAnimGraphNode_PoseBlendNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h
|
AnimGraph
|
UAnimGraphNode_PoseBlendNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_PoseByName::DoesSupportTimeForTransitionGetter
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h
|
Interface to support transition getter.
|
AnimGraph
|
virtual bool DoesSupportTimeForTransitionGetter() const
|
[] |
UAnimGraphNode_PoseByName::GetAllAnimationSequencesReferred
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h
|
Populate the supplied arrays with the currently reffered to animation assets.
|
AnimGraph
|
virtual void GetAllAnimationSequencesReferred ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssets ) const
|
[] |
UAnimGraphNode_PoseByName::GetAnimationAsset
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h
|
AnimGraph
|
virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const
|
[] |
|
UAnimGraphNode_PoseByName::GetMenuActions
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.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_PoseByName::GetMenuCategory
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.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_PoseByName::GetNodeContextMenuActions
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h
|
Gets a list of actions that can be done to this particular node
|
AnimGraph
|
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
|
[] |
UAnimGraphNode_PoseByName::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.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_PoseByName::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_PoseByName::PreloadRequiredAssets
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h
|
Called before compilation begins, giving a blueprint time to force the linker to load data
|
AnimGraph
|
virtual void PreloadRequiredAssets()
|
[] |
UAnimGraphNode_PoseByName::ReplaceReferredAnimations
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h
|
Replace references to animations that exist in the supplied maps.
|
AnimGraph
|
virtual void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap )
|
[] |
UAnimGraphNode_PoseByName::SetAnimationAsset
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h
|
Virtual voidGetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) constoverride;
|
AnimGraph
|
virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
|
[] |
UAnimGraphNode_PoseByName::SupportsAssetClass
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h
|
Returns whether this node supports the supplied asset class
|
AnimGraph
|
virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const
|
[] |
UAnimGraphNode_PoseByName::ValidateAnimNodeDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.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_PoseByName::UAnimGraphNode_PoseByName
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h
|
AnimGraph
|
UAnimGraphNode_PoseByName ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_PoseByName
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h
|
AnimGraph
|
class UAnimGraphNode_PoseByName : public [UAnimGraphNode_AssetPlayerBase](API\Editor\AnimGraph\UAnimGraphNode_AssetPlayerBase)
|
[
{
"type": "FAnimNode_PoseB...",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_PoseDriver::AddNewTarget
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
Adds a new target, reallocating transforms array appropriately
|
AnimGraph
|
void AddNewTarget()
|
[] |
UAnimGraphNode_PoseDriver::AutoSetTargetScales
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
Automatically modify TargetScale for each PoseTarget, based on distance to nearest neighbor
|
AnimGraph
|
void AutoSetTargetScales ( float & OutMaxDistance )
|
[] |
UAnimGraphNode_PoseDriver::CopyNodeDataToPreviewNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.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_PoseDriver::CopyTargetsFromPoseAsset
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
Util to replace current contents of PoseTargets with info from assigned PoseAsset
|
AnimGraph
|
void CopyTargetsFromPoseAsset()
|
[] |
UAnimGraphNode_PoseDriver::GetColorFromWeight
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
Return the color for a given weight. Used for Details and EditMode
|
AnimGraph
|
[FLinearColor](API\Runtime\Core\Math\FLinearColor) GetColorFromWeight ( float InWeight )
|
[] |
UAnimGraphNode_PoseDriver::GetEditorMode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.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_PoseDriver::GetDrivingBoneNames
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
Returns the pose-driver its driven bones by name
|
AnimGraph
|
void GetDrivingBoneNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )
|
[] |
UAnimGraphNode_PoseDriver::GetMenuCategory
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.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_PoseDriver::GetNodeBodyTintColor
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
Gets the draw color of a node's body tine
|
AnimGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeBodyTintColor() const
|
[] |
UAnimGraphNode_PoseDriver::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.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_PoseDriver::GetPoseDriverOutput
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
AnimGraph
|
EPoseDriverOutput & GetPoseDriverOutput()
|
[] |
|
UAnimGraphNode_PoseDriver::GetPoseDriverSource
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
AnimGraph
|
EPoseDriverSource & GetPoseDriverSource()
|
[] |
|
UAnimGraphNode_PoseDriver::GetPoseHandlerNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
AnimGraph
|
virtual const [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() const
|
[] |
|
UAnimGraphNode_PoseDriver::GetPoseHandlerNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
AnimGraph
|
virtual [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode()
|
[] |
|
UAnimGraphNode_PoseDriver::GetPreviewPoseDriverNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
Get the current preview node instance
|
AnimGraph
|
[FAnimNode_PoseDriver](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseDriver) * GetPreviewPoseDriverNode() const
|
[] |
UAnimGraphNode_PoseDriver::GetRBFParameters
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
AnimGraph
|
[FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & GetRBFParameters()
|
[] |
|
UAnimGraphNode_PoseDriver::GetSourceBoneNames
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
Returns the pose-driver its source bones by name
|
AnimGraph
|
void GetSourceBoneNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )
|
[] |
UAnimGraphNode_PoseDriver::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_PoseDriver::IsPoseAssetRequired
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
AnimGraph
|
virtual bool IsPoseAssetRequired()
|
[] |
|
UAnimGraphNode_PoseDriver::PostLoad
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.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_PoseDriver::ReserveTargetTransforms
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
Reallocates transforms arrays as necessary to accommodate source bones
|
AnimGraph
|
void ReserveTargetTransforms()
|
[] |
UAnimGraphNode_PoseDriver::Serialize
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
UObjectinterface
|
AnimGraph
|
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
|
[] |
UAnimGraphNode_PoseDriver::SetDrivingBones
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
Set the pose-driver its driven bones by name
|
AnimGraph
|
void SetDrivingBones ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )
|
[] |
UAnimGraphNode_PoseDriver::SetPoseDriverOutput
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
AnimGraph
|
void SetPoseDriverOutput ( EPoseDriverOutput DriverOutput )
|
[] |
|
UAnimGraphNode_PoseDriver::SetPoseDriverSource
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
AnimGraph
|
void SetPoseDriverSource ( EPoseDriverSource DriverSource )
|
[] |
|
UAnimGraphNode_PoseDriver::SetRBFParameters
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
AnimGraph
|
void SetRBFParameters ( [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) Parameters )
|
[] |
|
UAnimGraphNode_PoseDriver::SetSourceBones
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
Sets the pose-driver its source bones by name
|
AnimGraph
|
void SetSourceBones ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )
|
[] |
UAnimGraphNode_PoseDriver::SupportsAssetClass
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
Returns whether this node supports the supplied asset class
|
AnimGraph
|
virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const
|
[] |
UAnimGraphNode_PoseDriver::ValidateAnimNodeDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.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_PoseDriver::UAnimGraphNode_PoseDriver
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
AnimGraph
|
UAnimGraphNode_PoseDriver ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_PoseDriver
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
|
AnimGraph
|
class UAnimGraphNode_PoseDriver : public [UAnimGraphNode_PoseHandler](API\Editor\AnimGraph\UAnimGraphNode_PoseHandler)
|
[
{
"type": "float",
"name": "AxisLength",
"description": "Length of axis in world units used for debug drawing"
},
{
"type": "bool",
"name": "bDrawDebugCones",
"description": "If checked the cones will be drawn in 3d for debugging"
},
{
"type": "FNodeTitleTextT...",
"name": "CachedNodeTitles",
"description": "ConstructingFTextstrings can be costly, so we cache the node's title"
},
{
"type": "int32",
"name": "ConeSubdivision",
"description": "Number of subdivisions / lines used when debug drawing a cone"
},
{
"type": "TObjectPtr<USk...",
"name": "LastPreviewComponent",
"description": "Used to refer back to preview instance in anim tools"
},
{
"type": "FAnimNode_PoseD...",
"name": "Node",
"description": ""
},
{
"type": "FSimpleMulticas...",
"name": "SelectedTargetChangeDelegate",
"description": "Delegate to call when selection changes"
},
{
"type": "int32",
"name": "SelectedTargetIndex",
"description": "Used to indicate selected target to edit mode drawing"
}
] |
|
UAnimGraphNode_PoseHandler::GetAnimationAssetClass
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h
|
AnimGraph
|
virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) > GetAnimationAssetClass() const
|
[] |
|
UAnimGraphNode_PoseHandler::GetAnimationAsset
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h
|
AnimGraph
|
virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const
|
[] |
|
UAnimGraphNode_PoseHandler::GetPoseHandlerNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h
|
AnimGraph
|
virtual [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode()
|
[] |
|
UAnimGraphNode_PoseHandler::GetPoseHandlerNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h
|
AnimGraph
|
virtual const [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() const
|
[] |
|
UAnimGraphNode_PoseHandler::IsPoseAssetRequired
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h
|
AnimGraph
|
virtual bool IsPoseAssetRequired()
|
[] |
|
UAnimGraphNode_PoseHandler::OnOverrideAssets
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h
|
Override point for OverrideAssets.
|
AnimGraph
|
virtual void OnOverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const
|
[] |
UAnimGraphNode_PoseHandler::PreloadRequiredAssets
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h
|
Called before compilation begins, giving a blueprint time to force the linker to load data
|
AnimGraph
|
virtual void PreloadRequiredAssets()
|
[] |
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