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
|
|---|---|---|---|---|---|
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 )
|
[] |
UAnimStateTransitionNode::PropagateCrossfadeSettings
|
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
|
AnimGraph
|
void PropagateCrossfadeSettings()
|
[] |
|
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 )
|
[] |
UAnimStateTransitionNode::UnshareCrossade
|
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
|
AnimGraph
|
void UnshareCrossade()
|
[] |
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