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UAnimStateAliasNode::UAnimStateAliasNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
AnimGraph
UAnimStateAliasNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimStateAliasNode::ValidateNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
AnimGraph
virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const
[]
UAnimStateAliasNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
AnimGraph
class UAnimStateAliasNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)
[ { "type": "bool", "name": "bGlobalAlias", "description": "" }, { "type": "FString", "name": "StateAliasName", "description": "" } ]
UAnimStateConduitNode::AllocateDefaultPins
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
AnimGraph
virtual void AllocateDefaultPins()
[]
UAnimStateConduitNode::AutowireNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
Autowire a newly created node.
AnimGraph
virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )
[]
UAnimStateConduitNode::CanDuplicateNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
AnimGraph
virtual bool CanDuplicateNode() const
[]
UAnimStateConduitNode::ClearBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
AnimGraph
virtual void ClearBoundGraph()
[]
UAnimStateConduitNode::DestroyNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
Destroy the specified node
AnimGraph
virtual void DestroyNode()
[]
UAnimStateConduitNode::GetBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
AnimGraph
virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetBoundGraph() const
[]
UAnimStateConduitNode::GetDesiredNewNodeName
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
Name used as a seed when pasting nodes.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDesiredNewNodeName() const
[]
UAnimStateConduitNode::GetInputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
the input pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const
[]
UAnimStateConduitNode::GetOutputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
the output pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const
[]
UAnimStateConduitNode::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.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
[]
UAnimStateConduitNode::GetStateName
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
the name of this state
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetStateName() const
[]
UAnimStateConduitNode::GetSubGraphs
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.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
[]
UAnimStateConduitNode::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimStateConduitNode::PostPasteNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
AnimGraph
virtual void PostPasteNode()
[]
UAnimStateConduitNode::PostPlacedNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.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()
[]
UAnimStateConduitNode::ValidateNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
AnimGraph
virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const
[]
UAnimStateConduitNode::UAnimStateConduitNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
AnimGraph
UAnimStateConduitNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimStateConduitNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
AnimGraph
class UAnimStateConduitNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)
[ { "type": "TObjectPtr< cla...", "name": "BoundGraph", "description": "The transition graph for this conduit; it's a logic graph, not an animation graph." } ]
UAnimStateEntryNode::AllocateDefaultPins
/Engine/Source/Editor/AnimGraph/Public/AnimStateEntryNode.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
AnimGraph
virtual void AllocateDefaultPins()
[]
UAnimStateEntryNode::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimStateEntryNode.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
[]
UAnimStateEntryNode::GetOutputNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateEntryNode.h
AnimGraph
[UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetOutputNode() const
[]
UAnimStateEntryNode::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimStateEntryNode.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimStateEntryNode::UAnimStateEntryNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateEntryNode.h
AnimGraph
UAnimStateEntryNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimStateEntryNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateEntryNode.h
AnimGraph
class UAnimStateEntryNode : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)
[]
UAnimStateNode::AllocateDefaultPins
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
AnimGraph
virtual void AllocateDefaultPins()
[]
UAnimStateNode::AutowireNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
Autowire a newly created node.
AnimGraph
virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )
[]
UAnimStateNode::CanDuplicateNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
AnimGraph
virtual bool CanDuplicateNode() const
[]
UAnimStateNode::ClearBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
AnimGraph
virtual void ClearBoundGraph()
[]
UAnimStateNode::DestroyNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
Destroy the specified node
AnimGraph
virtual void DestroyNode()
[]
UAnimStateNode::GetBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
AnimGraph
virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetBoundGraph() const
[]
UAnimStateNode::GetInputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
the input pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const
[]
UAnimStateNode::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.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
[]
UAnimStateNode::GetOutputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
the output pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const
[]
UAnimStateNode::GetPoseSinkPinInsideState
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
the pose pin of the state sink node within the anim graph of this state
AnimGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPoseSinkPinInsideState() const
[]
UAnimStateNode::GetStateName
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
the name of this state
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetStateName() const
[]
UAnimStateNode::GetSubGraphs
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.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
[]
UAnimStateNode::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimStateNode::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
Called when a property on this object has been modified externally
AnimGraph
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimStateNode::PostPasteNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
AnimGraph
virtual void PostPasteNode()
[]
UAnimStateNode::PostPlacedNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.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()
[]
UAnimStateNode::UAnimStateNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
AnimGraph
UAnimStateNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimStateNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
AnimGraph
class UAnimStateNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)
[ { "type": "bool", "name": "bAlwaysResetOnEntry", "description": "Whether or not this state will ALWAYS reset it's state on reentry, regardless of remaining weight." }, { "type": "TObjectPtr< cla...", "name": "BoundGraph", "description": "The animation graph for this state." }, { "type": "FAnimNotifyEven...", "name": "StateEntered", "description": "" }, { "type": "FAnimNotifyEven...", "name": "StateFullyBlended", "description": "" }, { "type": "FAnimNotifyEven...", "name": "StateLeft", "description": "" }, { "type": "TEnumAsByte< EA...", "name": "StateType", "description": "The type of the contents of this state." } ]
UAnimStateNodeBase::CanCreateUnderSpecifiedSchema
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
Determine if this node can be created under the specified schema
AnimGraph
virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const
[]
UAnimStateNodeBase::CanJumpToDefinition
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call)
AnimGraph
virtual bool CanJumpToDefinition() const
[]
UAnimStateNodeBase::ClearBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
AnimGraph
virtual void ClearBoundGraph()
[]
UAnimStateNodeBase::GetAnimBlueprint
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
AnimGraph
[UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const
[]
UAnimStateNodeBase::GetBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
AnimGraph
virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetBoundGraph() const
[]
UAnimStateNodeBase::GetDesiredNewNodeName
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
Name used as a seed when pasting nodes.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDesiredNewNodeName() const
[]
UAnimStateNodeBase::GetDocumentationLink
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
Gets the animation state node documentation link.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const
[]
UAnimStateNodeBase::GetInputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
the input pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const
[]
UAnimStateNodeBase::GetJumpTargetForDoubleClick
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)
AnimGraph
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const
[]
UAnimStateNodeBase::GetOutputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
the output pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const
[]
UAnimStateNodeBase::GetStateName
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
the name of this state
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetStateName() const
[]
UAnimStateNodeBase::GetTransitionList
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
Populates the OutTransitions array with a list of transition nodes connected to this state.
AnimGraph
virtual void GetTransitionList ( [TArray](API\Runtime\Core\Containers\TArray)< class [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * > & OutTransitions, bool bWantSortedList ) const
[]
UAnimStateNodeBase::MakeNameValidator
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.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
[]
UAnimStateNodeBase::JumpToDefinition
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true)
AnimGraph
virtual void JumpToDefinition() const
[]
UAnimStateNodeBase::OnRenameNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.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 )
[]
UAnimStateNodeBase::PostLoad
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.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()
[]
UAnimStateNodeBase::PostPasteNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
AnimGraph
virtual void PostPasteNode()
[]
UAnimStateNodeBase::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.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 )
[]
UAnimStateNodeBase::UAnimStateNodeBase
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
AnimGraph
UAnimStateNodeBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimStateNodeBase
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
AnimGraph
class UAnimStateNodeBase : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)
[]
UAnimStateTransitionNode::AllocateDefaultPins
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
AnimGraph
virtual void AllocateDefaultPins()
[]
UAnimStateTransitionNode::CanDuplicateNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
AnimGraph
virtual bool CanDuplicateNode() const
[]
UAnimStateTransitionNode::ClearBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
virtual void ClearBoundGraph()
[]
UAnimStateTransitionNode::CopyCrossfadeSettings
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void CopyCrossfadeSettings ( const [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * SrcNode )
[]
UAnimStateTransitionNode::CreateBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void CreateBoundGraph()
[]
UAnimStateTransitionNode::CreateConnections
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void CreateConnections ( [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * PreviousState, [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * NextState )
[]
UAnimStateTransitionNode::CreateCustomTransitionGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void CreateCustomTransitionGraph()
[]
UAnimStateTransitionNode::DestroyNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Destroy the specified node
AnimGraph
virtual void DestroyNode()
[]
UAnimStateTransitionNode::GetBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetBoundGraph() const
[]
UAnimStateTransitionNode::GetCustomTransitionGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
[UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetCustomTransitionGraph() const
[]
UAnimStateTransitionNode::GetInputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
the input pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const
[]
UAnimStateTransitionNode::GetJumpTargetForDoubleClick
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)
AnimGraph
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const
[]
UAnimStateTransitionNode::GetListTransitionNodesToRelink
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Helper function to gather the transition nodes to be relinked by taking the graph selection into account as well. For example when relinking a transition holding several transition nodes but only a few are selected to be relinked.
AnimGraph
static [TArray](API\Runtime\Core\Containers\TArray)< [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * > GetListTransitionNodesToRelink ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldTargetPin, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InSelectedGraphNodes )
[]
UAnimStateTransitionNode::GetNextState
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
[UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * GetNextState() const
[]
UAnimStateTransitionNode::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.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
[]
UAnimStateTransitionNode::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimStateTransitionNode::GetOutputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
the output pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const
[]
UAnimStateTransitionNode::GetPreviousState
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
[UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * GetPreviousState() const
[]
UAnimStateTransitionNode::GetStateName
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
the name of this state
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetStateName() const
[]
UAnimStateTransitionNode::GetSubGraphs
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.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
[]
UAnimStateTransitionNode::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimStateTransitionNode::IsBoundGraphShared
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Returns true if this nodes BoundGraph is shared with another node in the parent graph
AnimGraph
bool IsBoundGraphShared() const
[]
UAnimStateTransitionNode::IsReverseTrans
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
bool IsReverseTrans ( const [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * Node )
[]
UAnimStateTransitionNode::MakeCrossfadeShareable
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void MakeCrossfadeShareable ( [FString](API\Runtime\Core\Containers\FString) ShareName )
[]
UAnimStateTransitionNode::MakeRulesShareable
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void MakeRulesShareable ( [FString](API\Runtime\Core\Containers\FString) ShareName )
[]
UAnimStateTransitionNode::PinConnectionListChanged
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Called when the connection list of one of the pins of this node is changed in the editor
AnimGraph
virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UAnimStateTransitionNode::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Called when a property on this object has been modified externally
AnimGraph
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimStateTransitionNode::PostLoad
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.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()
[]
UAnimStateTransitionNode::PostPasteNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
AnimGraph
virtual void PostPasteNode()
[]
UAnimStateTransitionNode::PostPlacedNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.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()
[]
UAnimStateTransitionNode::PrepareForCopying
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Perform any steps necessary prior to copying a node into the paste buffer
AnimGraph
virtual void PrepareForCopying()
[]
UAnimStateTransitionNode::RelinkHead
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Relink transition head (where the arrow is of a state transition) to a new state.
AnimGraph
void RelinkHead ( [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * NewTargetState )
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UAnimStateTransitionNode::PropagateCrossfadeSettings
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void PropagateCrossfadeSettings()
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UAnimStateTransitionNode::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.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 )
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UAnimStateTransitionNode::UnshareCrossade
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void UnshareCrossade()
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