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."
},
{
... | |
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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