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": "C... | |
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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