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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()
[]