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_ScaleChainLength::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ScaleChainLength.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_ScaleChainLength::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ScaleChainLength.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_SaveCachedPose::MakeNameValidator
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SaveCachedPose.h
|
Create a name validator for this node
|
AnimGraph
|
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const
|
[] |
UAnimGraphNode_ScaleChainLength::UAnimGraphNode_ScaleChainLength
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ScaleChainLength.h
|
AnimGraph
|
UAnimGraphNode_ScaleChainLength ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_ScaleChainLength
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ScaleChainLength.h
|
AnimGraph
|
class UAnimGraphNode_ScaleChainLength : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
|
[
{
"type": "FAnimNode_Scale...",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_SequenceEvaluator::BakeDataDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
|
Gives each visual node a chance to update the node template before it is inserted in the compiled class.
|
AnimGraph
|
virtual void BakeDataDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
|
[] |
UAnimGraphNode_SequenceEvaluator::CopySettingsFromAnimationAsset
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
|
Override this to copy any relevant settings from the animation asset used when creating a node with a drag/drop operation.
|
AnimGraph
|
virtual void CopySettingsFromAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
|
[] |
UAnimGraphNode_SequenceEvaluator::DoesSupportTimeForTransitionGetter
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
|
Interface to support transition getter.
|
AnimGraph
|
virtual bool DoesSupportTimeForTransitionGetter() const
|
[] |
UAnimGraphNode_SequenceEvaluator::GetAllAnimationSequencesReferred
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.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_SequenceEvaluator::GetAnimationAsset
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
|
AnimGraph
|
virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const
|
[] |
|
UAnimGraphNode_SequenceEvaluator::GetIconAndTint
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
|
Icon to use in menu or on node
|
AnimGraph
|
virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const
|
[] |
UAnimGraphNode_SequenceEvaluator::GetMenuActions
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.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_SequenceEvaluator::GetMenuCategory
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.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_SequenceEvaluator::GetNodeContextMenuActions
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.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_SequenceEvaluator::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.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_SequenceEvaluator::OnOverrideAssets
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
|
Override point for OverrideAssets.
|
AnimGraph
|
virtual void OnOverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const
|
[] |
UAnimGraphNode_SequenceEvaluator::GetTimePropertyName
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
|
AnimGraph
|
virtual const TCHAR * GetTimePropertyName() const
|
[] |
|
UAnimGraphNode_SequenceEvaluator::GetTimePropertyStruct
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
|
AnimGraph
|
virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetTimePropertyStruct() const
|
[] |
|
UAnimGraphNode_SequenceEvaluator::GetOutputLinkAttributes
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
|
Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.
|
AnimGraph
|
virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const
|
[] |
UAnimGraphNode_SequenceEvaluator::PreloadRequiredAssets
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
|
Called before compilation begins, giving a blueprint time to force the linker to load data
|
AnimGraph
|
virtual void PreloadRequiredAssets()
|
[] |
UAnimGraphNode_SequenceEvaluator::ReplaceReferredAnimations
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.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_SequenceEvaluator::SetAnimationAsset
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
|
AnimGraph
|
virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
|
[] |
|
UAnimGraphNode_SequenceEvaluator::SupportsAssetClass
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
|
Returns whether this node supports the supplied asset class
|
AnimGraph
|
virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const
|
[] |
UAnimGraphNode_SequenceEvaluator::ValidateAnimNodeDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.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_SequenceEvaluator::UAnimGraphNode_SequenceEvaluator
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
|
AnimGraph
|
UAnimGraphNode_SequenceEvaluator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_SequenceEvaluator
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
|
AnimGraph
|
class UAnimGraphNode_SequenceEvaluator : public [UAnimGraphNode_AssetPlayerBase](API\Editor\AnimGraph\UAnimGraphNode_AssetPlayerBase)
|
[
{
"type": "FAnimNode_Seque...",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_SequencePlayer::BakeDataDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
Gives each visual node a chance to update the node template before it is inserted in the compiled class.
|
AnimGraph
|
virtual void BakeDataDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
|
[] |
UAnimGraphNode_SequencePlayer::CustomizePinData
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::CopySettingsFromAnimationAsset
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
Override this to copy any relevant settings from the animation asset used when creating a node with a drag/drop operation.
|
AnimGraph
|
virtual void CopySettingsFromAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
|
[] |
UAnimGraphNode_SequencePlayer::DoesSupportTimeForTransitionGetter
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
BEGIN Interface to support transition getter if you return true for DoesSupportExposeTimeForTransitionGetter you should implement all below functions
|
AnimGraph
|
virtual bool DoesSupportTimeForTransitionGetter() const
|
[] |
UAnimGraphNode_SequencePlayer::GetAllAnimationSequencesReferred
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::GetAnimationAsset
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
AnimGraph
|
virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const
|
[] |
|
UAnimGraphNode_SequencePlayer::GetAnimationAssetClass
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
AnimGraph
|
virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) > GetAnimationAssetClass() const
|
[] |
|
UAnimGraphNode_SequencePlayer::GetIconAndTint
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
Icon to use in menu or on node
|
AnimGraph
|
virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const
|
[] |
UAnimGraphNode_SequencePlayer::GetMenuActions
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::GetNodeContextMenuActions
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::GetMenuCategory
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::GetNodeTitleColor
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
Gets the draw color of a node's title bar
|
AnimGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UAnimGraphNode_SequencePlayer::GetOutputLinkAttributes
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.
|
AnimGraph
|
virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const
|
[] |
UAnimGraphNode_SequencePlayer::GetTimePropertyName
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
AnimGraph
|
virtual const TCHAR * GetTimePropertyName() const
|
[] |
|
UAnimGraphNode_SequencePlayer::GetTimePropertyStruct
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
AnimGraph
|
virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetTimePropertyStruct() const
|
[] |
|
UAnimGraphNode_SequencePlayer::OnOverrideAssets
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
Override point for OverrideAssets.
|
AnimGraph
|
virtual void OnOverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const
|
[] |
UAnimGraphNode_SequencePlayer::PostEditChangeProperty
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
Called when a property on this object has been modified externally
|
AnimGraph
|
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
|
[] |
UAnimGraphNode_SequencePlayer::PreloadRequiredAssets
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
Called before compilation begins, giving a blueprint time to force the linker to load data
|
AnimGraph
|
virtual void PreloadRequiredAssets()
|
[] |
UAnimGraphNode_SequencePlayer::ReplaceReferredAnimations
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::Serialize
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
UObjectinterface
|
AnimGraph
|
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
|
[] |
UAnimGraphNode_SequencePlayer::SetAnimationAsset
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
AnimGraph
|
virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
|
[] |
|
UAnimGraphNode_SequencePlayer::SupportsAssetClass
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
Returns whether this node supports the supplied asset class
|
AnimGraph
|
virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const
|
[] |
UAnimGraphNode_SequencePlayer::ValidateAnimNodeDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::UAnimGraphNode_SequencePlayer
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
AnimGraph
|
UAnimGraphNode_SequencePlayer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_SkeletalControlBase::ChangeToNextWidgetMode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Called when the user changed widget mode by pressing "Space" key
|
AnimGraph
|
virtual int32 ChangeToNextWidgetMode ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, int32 CurWidgetMode )
|
[] |
UAnimGraphNode_SequencePlayer
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
|
AnimGraph
|
class UAnimGraphNode_SequencePlayer : public [UAnimGraphNode_AssetPlayerBase](API\Editor\AnimGraph\UAnimGraphNode_AssetPlayerBase)
|
[
{
"type": "FAnimNode_Seque...",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_SkeletalControlBase::ConvertCSRotationToBoneSpace
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Convert rotator in component space to bone space
|
AnimGraph
|
FQuat ConvertCSRotationToBoneSpace ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FRotator & InCSRotator, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & MeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const EBoneControlSpace Space )
|
[] |
UAnimGraphNode_SkeletalControlBase::ConvertCSVectorToBoneSpace
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Convert drag vector in component space to bone space
|
AnimGraph
|
FVector ConvertCSVectorToBoneSpace ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & InCSVector, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & MeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const EBoneControlSpace Space )
|
[] |
UAnimGraphNode_SkeletalControlBase::ConvertToComponentSpaceTransform
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Helper functions for bone control previewlocal conversion function for drawing
|
AnimGraph
|
void ConvertToComponentSpaceTransform ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, const FTransform & InTransform, FTransform & OutCSTransform, int32 BoneIndex, EBoneControlSpace Space ) const
|
[] |
UAnimGraphNode_SkeletalControlBase::ConvertWidgetLocation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Convert widget location according to bone control space
|
AnimGraph
|
FVector ConvertWidgetLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelComp, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & InMeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const FVector & InLocation, const EBoneControlSpace Space )
|
[] |
UAnimGraphNode_SkeletalControlBase::CopyNodeDataFrom
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Deprecated* This function is deprecated and is no longer used
|
AnimGraph
|
virtual void CopyNodeDataFrom ( const [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * NewAnimNode )
|
[] |
UAnimGraphNode_SkeletalControlBase::CopyNodeDataTo
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Deprecated* This function is deprecated and is no longer used, please use CopyNodeDataToPreviewNode
|
AnimGraph
|
virtual void CopyNodeDataTo ( [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * OutAnimNode )
|
[] |
UAnimGraphNode_SkeletalControlBase::CreateOutputPins
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Create any output pins necessary for this node.
|
AnimGraph
|
virtual void CreateOutputPins()
|
[] |
UAnimGraphNode_SkeletalControlBase::CustomizeDetails
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Can customize details tab
|
AnimGraph
|
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
|
[] |
UAnimGraphNode_SkeletalControlBase::CustomizePinData
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.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_SkeletalControlBase::DeselectActor
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
If it has select-actors, should hide all actors when de-select is called
|
AnimGraph
|
virtual void DeselectActor ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp )
|
[] |
UAnimGraphNode_SkeletalControlBase::DoScale
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Called when the widget is dragged in scale mode
|
AnimGraph
|
virtual void DoScale ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & Scale, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InOutAnimNode )
|
[] |
UAnimGraphNode_SkeletalControlBase::DoRotation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Called when the widget is dragged in rotation mode
|
AnimGraph
|
virtual void DoRotation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FRotator & Rotation, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InOutAnimNode )
|
[] |
UAnimGraphNode_SkeletalControlBase::DoTranslation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Called when the widget is dragged in translation mode
|
AnimGraph
|
virtual void DoTranslation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & Drag, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InOutAnimNode )
|
[] |
UAnimGraphNode_SkeletalControlBase::FindSelectedBone
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Deprecated* This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
|
AnimGraph
|
virtual [FName](API\Runtime\Core\UObject\FName) FindSelectedBone()
|
[] |
UAnimGraphNode_SkeletalControlBase::GetControllerDescription
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Returns the short descriptive name of the controller.
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
|
[] |
UAnimGraphNode_SkeletalControlBase::GetDebuggedNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
AnimGraph
|
[FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetDebuggedNode() const
|
[] |
|
UAnimGraphNode_SkeletalControlBase::GetDefaultValue
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Get literal value for vector
|
AnimGraph
|
void GetDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) UpdateDefaultValueName, FVector & OutVec )
|
[] |
UAnimGraphNode_SkeletalControlBase::GetDefaultValue
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
AnimGraph
|
void GetDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) PropName, FRotator & OutValue )
|
[] |
|
UAnimGraphNode_SkeletalControlBase::GetNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
AnimGraph
|
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
|
[] |
|
UAnimGraphNode_SkeletalControlBase::GetNodeCategory
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Gets the menu category this node belongs in.
|
AnimGraph
|
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
|
[] |
UAnimGraphNode_SkeletalControlBase::GetNodeTitleColor
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Gets the draw color of a node's title bar
|
AnimGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UAnimGraphNode_SkeletalControlBase::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_SkeletalControlBase::GetVisualWarningTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Visual Warning tooltip message to show
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetVisualWarningTooltipText() const
|
[] |
UAnimGraphNode_SkeletalControlBase::GetNodeValue
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
AnimGraph
|
template<class ValueType> ValueType GetNodeValue ( const [FName](API\Runtime\Core\UObject\FName) PropName, const ValueType & CompileNodeValue )
|
[] |
|
UAnimGraphNode_SkeletalControlBase::GetWidgetCoordinateSystem
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Returns the coordinate system that should be used for this bone
|
AnimGraph
|
virtual int32 GetWidgetCoordinateSystem ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp )
|
[] |
UAnimGraphNode_SkeletalControlBase::GetWidgetLocation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Methods related to widget control
|
AnimGraph
|
virtual FVector GetWidgetLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, struct [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * AnimNode )
|
[] |
UAnimGraphNode_SkeletalControlBase::GetWidgetMode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Return current widget mode this anim graph node supports
|
AnimGraph
|
virtual int32 GetWidgetMode ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp )
|
[] |
UAnimGraphNode_SkeletalControlBase::IsActorClicked
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Deprecated* This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
|
AnimGraph
|
virtual bool IsActorClicked ( [HActor](API\Runtime\Engine\HActor) * ActorHitProxy )
|
[] |
UAnimGraphNode_SkeletalControlBase::IsPinShown
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Are we currently showing this pin
|
AnimGraph
|
bool IsPinShown ( const [FName](API\Runtime\Core\UObject\FName) PinName ) const
|
[] |
UAnimGraphNode_SkeletalControlBase::MoveSelectActorLocation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
If anim graph node needs other actors to select other bones, move actor's positions when this is called
|
AnimGraph
|
virtual void MoveSelectActorLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * InAnimNode )
|
[] |
UAnimGraphNode_SkeletalControlBase::PostEditChangeProperty
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Called when a property on this object has been modified externally
|
AnimGraph
|
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
|
[] |
UAnimGraphNode_SkeletalControlBase::ProcessActorClick
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Deprecated* This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
|
AnimGraph
|
virtual void ProcessActorClick ( [HActor](API\Runtime\Engine\HActor) * ActorHitProxy )
|
[] |
UAnimGraphNode_SkeletalControlBase::SetDefaultValue
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Set literal value for FVector
|
AnimGraph
|
void SetDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) InDefaultValueName, const FVector & InValue )
|
[] |
UAnimGraphNode_SkeletalControlBase::SetDefaultValue
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
AnimGraph
|
void SetDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) PropName, const FRotator & InValue )
|
[] |
|
UAnimGraphNode_SkeletalControlBase::SetNodeValue
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
AnimGraph
|
template<class ValueType> void SetNodeValue ( const [FName](API\Runtime\Core\UObject\FName) PropName, ValueType & CompileNodeValue, const ValueType & InValue )
|
[] |
|
UAnimGraphNode_SkeletalControlBase::SetWidgetMode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Called when the user set widget mode directly, returns true if InWidgetMode is available
|
AnimGraph
|
virtual bool SetWidgetMode ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, int32 InWidgetMode )
|
[] |
UAnimGraphNode_SkeletalControlBase::ShowVisualWarning
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
If true, this node whill show the Visual Warning message
|
AnimGraph
|
virtual bool ShowVisualWarning() const
|
[] |
UAnimGraphNode_SkeletalControlBase::ValidateAnimNodePostCompile
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Gives each visual node a chance to validate that they are still valid in the context of the compiled class, giving a last shot at error or warning generation after primary compilation is finished.
|
AnimGraph
|
virtual void ValidateAnimNodePostCompile ( [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog, [UAnimBlueprintGeneratedClass](API\Runtime\Engine\Animation\UAnimBlueprintGeneratedClass) * CompiledClass, int32 CompiledNodeIndex )
|
[] |
UAnimGraphNode_SkeletalControlBase::UAnimGraphNode_SkeletalControlBase
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
AnimGraph
|
UAnimGraphNode_SkeletalControlBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_SkeletalControlBase
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
|
Concrete subclasses should contain a member struct derived fromFAnimNode_SkeletalControlBase
|
AnimGraph
|
class UAnimGraphNode_SkeletalControlBase : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
|
[] |
UAnimGraphNode_Slot::GetNodeCategory
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Slot.h
|
Gets the menu category this node belongs in.
|
AnimGraph
|
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
|
[] |
UAnimGraphNode_Slot::BakeDataDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Slot.h
|
Gives each visual node a chance to update the node template before it is inserted in the compiled class.
|
AnimGraph
|
virtual void BakeDataDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
|
[] |
UAnimGraphNode_Slot::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Slot.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_Slot::GetNodeTitleColor
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Slot.h
|
Gets the draw color of a node's title bar
|
AnimGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UAnimGraphNode_Slot::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Slot.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_Slot::UAnimGraphNode_Slot
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Slot.h
|
AnimGraph
|
UAnimGraphNode_Slot ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_Slot
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Slot.h
|
AnimGraph
|
class UAnimGraphNode_Slot : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
|
[
{
"type": "FAnimNode_Slot",
"name": "Node",
"description": ""
}
] |
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