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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": "" } ]