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_SplineIK::GetControllerDescription
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SplineIK.h
|
Returns the short descriptive name of the controller.
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
|
[] |
UAnimGraphNode_SplineIK::GetEditorMode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SplineIK.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_SplineIK::GetNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SplineIK.h
|
AnimGraph
|
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
|
[] |
|
UAnimGraphNode_SplineIK::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SplineIK.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_SplineIK::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SplineIK.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_SplineIK::PostEditChangeProperty
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SplineIK.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_SplineIK::UAnimGraphNode_SplineIK
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SplineIK.h
|
AnimGraph
|
UAnimGraphNode_SplineIK ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_SplineIK
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SplineIK.h
|
AnimGraph
|
class UAnimGraphNode_SplineIK : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
|
[
{
"type": "FAnimNode_Splin...",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_SpringBone::GetControllerDescription
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SpringBone.h
|
Returns the short descriptive name of the controller.
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
|
[] |
UAnimGraphNode_SpringBone::GetNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SpringBone.h
|
AnimGraph
|
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
|
[] |
|
UAnimGraphNode_SpringBone::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SpringBone.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_SpringBone::PostLoad
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SpringBone.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_SpringBone::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SpringBone.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_SpringBone
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SpringBone.h
|
AnimGraph
|
class UAnimGraphNode_SpringBone : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
|
[
{
"type": "FAnimNode_Sprin...",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_SpringBone::UAnimGraphNode_SpringBone
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SpringBone.h
|
AnimGraph
|
UAnimGraphNode_SpringBone ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_StateMachine::GetNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachine.h
|
Interface for derived classes to implement.
|
AnimGraph
|
virtual [FAnimNode_StateMachine](API\Runtime\Engine\Animation\FAnimNode_StateMachine) & GetNode()
|
[] |
UAnimGraphNode_StateMachine::UAnimGraphNode_StateMachine
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachine.h
|
AnimGraph
|
UAnimGraphNode_StateMachine ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_StateMachine
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachine.h
|
AnimGraph
|
class UAnimGraphNode_StateMachine : public [UAnimGraphNode_StateMachineBase](API\Editor\AnimGraph\UAnimGraphNode_StateMachineBase)
|
[
{
"type": "FAnimNode_State...",
"name": "Node",
"description": "Runtime state machine representation (empty; populated during compilation)"
}
] |
|
UAnimGraphNode_StateMachineBase::DestroyNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h
|
Destroy the specified node
|
AnimGraph
|
virtual void DestroyNode()
|
[] |
UAnimGraphNode_StateMachineBase::GetDocumentationLink
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h
|
Returns the link used for external documentation for the graph node
|
AnimGraph
|
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const
|
[] |
UAnimGraphNode_StateMachineBase::GetJumpTargetForDoubleClick
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h
|
Bydefault return any animation assets we have.
|
AnimGraph
|
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const
|
[] |
UAnimGraphNode_StateMachineBase::GetMenuCategory
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.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_StateMachineBase::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.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_StateMachineBase::GetNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h
|
Interface for derived classes to implement.
|
AnimGraph
|
virtual [FAnimNode_StateMachine](API\Runtime\Engine\Animation\FAnimNode_StateMachine) & GetNode()
|
[] |
UAnimGraphNode_StateMachineBase::GetNodeTitleColor
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h
|
Gets the draw color of a node's title bar
|
AnimGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UAnimGraphNode_StateMachineBase::GetOutputLinkAttributes
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.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_StateMachineBase::GetStateMachineName
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h
|
the name of this state machine
|
AnimGraph
|
[FString](API\Runtime\Core\Containers\FString) GetStateMachineName()
|
[] |
UAnimGraphNode_StateMachineBase::GetRequiredExtensions
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h
|
Get the extension types that this node type holds on the anim blueprint. Some extension types are always requested by the system.
|
AnimGraph
|
virtual void GetRequiredExtensions ( [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) >> & OutExtensions ) const
|
[] |
UAnimGraphNode_StateMachineBase::GetSubGraphs
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h
|
any sub graphs (graphs that have this node as an outer) that this node might contain (e.g. composite, animation state machine etc.).
|
AnimGraph
|
virtual [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GetSubGraphs() const
|
[] |
UAnimGraphNode_StateMachineBase::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_StateMachineBase::JumpToDefinition
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h
|
Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true)
|
AnimGraph
|
virtual void JumpToDefinition() const
|
[] |
UAnimGraphNode_StateMachineBase::MakeNameValidator
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.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_StateMachineBase::OnProcessDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h
|
Process this node's data during compilation (override point)
|
AnimGraph
|
virtual void OnProcessDuringCompilation ( [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )
|
[] |
UAnimGraphNode_StateMachineBase::PostPasteNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h
|
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
|
AnimGraph
|
virtual void PostPasteNode()
|
[] |
UAnimGraphNode_StateMachineBase::OnRenameNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h
|
Called when this node is being renamed after a successful name validation
|
AnimGraph
|
virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )
|
[] |
UAnimGraphNode_StateMachineBase::PostPlacedNewNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.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_StateMachineBase::UAnimGraphNode_StateMachineBase
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h
|
AnimGraph
|
UAnimGraphNode_StateMachineBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_StateResult::AddSearchMetaDataInfo
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h
|
Add's node data to the search metadata, override to collect more data that may be desirable to search for
|
AnimGraph
|
virtual void AddSearchMetaDataInfo ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const
|
[] |
UAnimGraphNode_StateMachineBase
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h
|
AnimGraph
|
class UAnimGraphNode_StateMachineBase : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
|
[
{
"type": "TObjectPtr< cla...",
"name": "EditorStateMachineGraph",
"description": "Editor state machine representation."
}
] |
|
UAnimGraphNode_StateResult::CanDuplicateNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h
|
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
|
AnimGraph
|
virtual bool CanDuplicateNode() const
|
[] |
UAnimGraphNode_StateResult::CanUserDeleteNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h
|
Whether or not this node can be deleted by user action
|
AnimGraph
|
virtual bool CanUserDeleteNode() const
|
[] |
UAnimGraphNode_StateResult::GetDocumentationLink
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h
|
Get the link to the documentation.
|
AnimGraph
|
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const
|
[] |
UAnimGraphNode_StateResult::GetBoundFunctionsInfo
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h
|
Gets editor information for all the bound anim node functions (category metadata string, member variable's name) Used by SAnimGraphNode to display all bound functions of an anim node.
|
AnimGraph
|
virtual void GetBoundFunctionsInfo ( [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) >> & InOutBindingsInfo )
|
[] |
UAnimGraphNode_StateResult::GetMenuActions
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.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_StateResult::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.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_StateResult::GetNodeTitleColor
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h
|
Gets the draw color of a node's title bar
|
AnimGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UAnimGraphNode_StateResult::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_StateResult::IsNodeRootSet
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h
|
Query if this node should be kept as part of the root set during the pruning stage of compilation. Prevents the node being pruned as isolated.
|
AnimGraph
|
virtual bool IsNodeRootSet() const
|
[] |
UAnimGraphNode_StateResult::IsSinkNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h
|
Is this node a sink that has no pose outputs?
|
AnimGraph
|
virtual bool IsSinkNode() const
|
[] |
UAnimGraphNode_StateResult::PostEditChangeProperty
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h
|
Called when a property on this object has been modified externally
|
AnimGraph
|
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
|
[] |
UAnimGraphNode_StateResult::OnProcessDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h
|
Process this node's data during compilation (override point)
|
AnimGraph
|
virtual void OnProcessDuringCompilation ( [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )
|
[] |
UAnimGraphNode_StateResult::ReferencesFunction
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h
|
Return whether this node references the specified function, identified by a name and guid pair
|
AnimGraph
|
virtual bool ReferencesFunction ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope ) const
|
[] |
UAnimGraphNode_StateResult::ValidateAnimNodeDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.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_StateResult::UAnimGraphNode_StateResult
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h
|
AnimGraph
|
UAnimGraphNode_StateResult ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_StateResult
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h
|
AnimGraph
|
class UAnimGraphNode_StateResult : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
|
[
{
"type": "FAnimNode_State...",
"name": "Node",
"description": ""
},
{
"type": "FMemberReferenc...",
"name": "StateEntryFunction",
"description": "Function called when the owning state is entered, meaning it becomes the state machine's current state."
},
{
"type": "FMemberReferenc...",
"name": "StateExitFunction",
"description": "Function called when the owning state is exited, meaning it stops being the state machine's current state."
},
{
"type": "FMemberReferenc...",
"name": "StateFullyBlendedInFunction",
"description": "Function called when the owning state is fully blended in."
},
{
"type": "FMemberReferenc...",
"name": "StateFullyBlendedOutFunction",
"description": "Function called when the owning state is fully blended out."
}
] |
|
UAnimGraphNode_Trail::CustomizePinData
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.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_Trail::Draw
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h
|
Draw function for supporting visualization.
|
AnimGraph
|
virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const
|
[] |
UAnimGraphNode_Trail::GetControllerDescription
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h
|
Returns the short descriptive name of the controller.
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
|
[] |
UAnimGraphNode_Trail::GetNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h
|
AnimGraph
|
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
|
[] |
|
UAnimGraphNode_Trail::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.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_Trail::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h
|
VirtualFStringGetNodeNativeTitle(ENodeTitleType::Type TitleType) const override;
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_Trail::OnNodeSelected
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h
|
Selection notification callback. If a node needs to handle viewport input etc. then it should push an editor mode here.
|
AnimGraph
|
virtual void OnNodeSelected ( bool bInIsSelected, class [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) & InModeTools, struct [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )
|
[] |
UAnimGraphNode_Trail::PostEditChangeProperty
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.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_Trail::PostLoad
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.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_Trail::Serialize
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h
|
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
|
AnimGraph
|
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
|
[] |
UAnimGraphNode_Trail::UAnimGraphNode_Trail
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h
|
AnimGraph
|
UAnimGraphNode_Trail ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_TransitionPoseEvaluator::CanDuplicateNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.h
|
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
|
AnimGraph
|
virtual bool CanDuplicateNode() const
|
[] |
UAnimGraphNode_Trail
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h
|
AnimGraph
|
class UAnimGraphNode_Trail : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
|
[
{
"type": "FAnimNode_Trail",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_TransitionPoseEvaluator::CanUserDeleteNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.h
|
Whether or not this node can be deleted by user action
|
AnimGraph
|
virtual bool CanUserDeleteNode() const
|
[] |
UAnimGraphNode_TransitionPoseEvaluator::CustomizeDetails
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.h
|
Can customize details tab
|
AnimGraph
|
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
|
[] |
UAnimGraphNode_TransitionPoseEvaluator::GetMenuActions
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.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_TransitionPoseEvaluator::GetMenuCategory
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.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_TransitionPoseEvaluator::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.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_TransitionPoseEvaluator::GetNodeTitleColor
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.h
|
Gets the draw color of a node's title bar
|
AnimGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UAnimGraphNode_TransitionPoseEvaluator::GetOutputLinkAttributes
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.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_TransitionPoseEvaluator::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_TransitionPoseEvaluator::ValidateAnimNodeDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.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_TransitionPoseEvaluator::UAnimGraphNode_TransitionPoseEvaluator
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.h
|
AnimGraph
|
UAnimGraphNode_TransitionPoseEvaluator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_TransitionPoseEvaluator
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.h
|
AnimGraph
|
class UAnimGraphNode_TransitionPoseEvaluator : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
|
[
{
"type": "FAnimNode_Trans...",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_TransitionResult::CanDuplicateNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h
|
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
|
AnimGraph
|
virtual bool CanDuplicateNode() const
|
[] |
UAnimGraphNode_TransitionResult::CanUserDeleteNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h
|
Whether or not this node can be deleted by user action
|
AnimGraph
|
virtual bool CanUserDeleteNode() const
|
[] |
UAnimGraphNode_TransitionResult::GetMenuActions
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.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_TransitionResult::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.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_TransitionResult::GetNodeTitleColor
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h
|
Gets the draw color of a node's title bar
|
AnimGraph
|
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
|
[] |
UAnimGraphNode_TransitionResult::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_TransitionResult::GetVisualWarningTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h
|
Visual Warning tooltip message to show
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetVisualWarningTooltipText() const
|
[] |
UAnimGraphNode_TransitionResult::IsNodeRootSet
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h
|
Query if this node should be kept as part of the root set during the pruning stage of compilation. Prevents the node being pruned as isolated.
|
AnimGraph
|
virtual bool IsNodeRootSet() const
|
[] |
UAnimGraphNode_TransitionResult::IsSinkNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h
|
Is this node a sink that has no pose outputs?
|
AnimGraph
|
virtual bool IsSinkNode() const
|
[] |
UAnimGraphNode_TransitionResult::ShowVisualWarning
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h
|
If true, this node whill show the Visual Warning message
|
AnimGraph
|
virtual bool ShowVisualWarning() const
|
[] |
UAnimGraphNode_TransitionResult::UAnimGraphNode_TransitionResult
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h
|
AnimGraph
|
UAnimGraphNode_TransitionResult ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_TransitionResult
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h
|
AnimGraph
|
class UAnimGraphNode_TransitionResult : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
|
[
{
"type": "FAnimNode_Trans...",
"name": "Node",
"description": ""
}
] |
|
UAnimGraphNode_TwistCorrectiveNode::GetControllerDescription
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.h
|
Returns the short descriptive name of the controller.
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
|
[] |
UAnimGraphNode_TwistCorrectiveNode::GetNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.h
|
AnimGraph
|
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
|
[] |
|
UAnimGraphNode_TwistCorrectiveNode::GetNodeTitle
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.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_TwistCorrectiveNode::GetTooltipText
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.h
|
Gets the tooltip to display when over the node
|
AnimGraph
|
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
|
[] |
UAnimGraphNode_TwistCorrectiveNode::UAnimGraphNode_TwistCorrectiveNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.h
|
AnimGraph
|
UAnimGraphNode_TwistCorrectiveNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
|
[] |
|
UAnimGraphNode_TwistCorrectiveNode::ValidateAnimNodeDuringCompilation
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.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_TwistCorrectiveNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.h
|
This is the 'source version' of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)
|
AnimGraph
|
class UAnimGraphNode_TwistCorrectiveNode : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
|
[
{
"type": "FAnimNode_Twist...",
"name": "Node",
"description": ""
}
] |
UAnimGraphNode_TwoBoneIK::CopyNodeDataToPreviewNode
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.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_TwoBoneIK::CopyPinDefaultsToNodeData
|
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.h
|
Called after editing a default value to update internal node from pin defaults. This is needed for forwarding code to propagate values to preview.
|
AnimGraph
|
virtual void CopyPinDefaultsToNodeData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )
|
[] |
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