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FAnimNodeEditMode::ConvertCSVectorToBoneSpace
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Convert drag vector in component space to bone space
AnimGraph
static FVector ConvertCSVectorToBoneSpace ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & InCSVector, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & MeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const EBoneControlSpace Space )
[]
FAnimNodeEditMode::ConvertCSRotationToBoneSpace
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Convert rotator in component space to bone space
AnimGraph
static FQuat ConvertCSRotationToBoneSpace ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FRotator & InCSRotator, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & MeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const EBoneControlSpace Space )
[]
FAnimNodeEditMode::ConvertCSVectorToBoneSpace
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Convert drag vector in component space to bone space
AnimGraph
static FVector ConvertCSVectorToBoneSpace ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & InCSVector, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & MeshBases, const [FBoneSocketTarget](API\Runtime\Engine\Animation\FBoneSocketTarget) & InTarget, const EBoneControlSpace Space )
[]
FAnimGraphCommands
/Engine/Source/Editor/AnimGraph/Public/AnimGraphCommands.h
Anim GraphCommands
AnimGraph
class FAnimGraphCommands : public [TCommands< FAnimGraphCommands >](API\Runtime\Slate\Framework\Commands\TCommands)
[ { "type": "TSharedPtr<FUI...", "name": "AddBlendListPin", "description": "Blend list options." }, { "type": "TSharedPtr<FUI...", "name": "ConvertToAimOffsetGraph", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToAimOffsetLookAt", "description": "Options for aimoffset converter" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToAimOffsetSimple", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToBSEvaluator", "description": "Options for blendspace converter" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToBSGraph", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToBSPlayer", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToPoseBlender", "description": "Options for sequence/evaluator converter" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToPoseByName", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToSeqEvaluator", "description": "Options for sequence/evaluator converter" }, { "type": "TSharedPtr<FUI...", "name": "ConvertToSeqPlayer", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "HideUnboundPropertyPins", "description": "Hide unbound property pins." }, { "type": "TSharedPtr<FUI...", "name": "OpenRelatedAsset", "description": "Option for opening the asset related to the graph node" }, { "type": "TSharedPtr<FUI...", "name": "RemoveBlendListPin", "description": "" }, { "type": "TSharedPtr<FUI...", "name": "SelectBone", "description": "SkeletalControl specific commands." }, { "type": "TSharedPtr<FUI...", "name": "TogglePoseWatch", "description": "Toggle pose watching for a given node." } ]
FAnimNodeEditMode::ConvertToComponentSpaceTransform
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Local conversion functions for drawing
AnimGraph
static void ConvertToComponentSpaceTransform ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, const FTransform & InTransform, FTransform & OutCSTransform, int32 BoneIndex, EBoneControlSpace Space )
[]
FAnimNodeEditMode::ConvertToBoneSpaceTransform
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
static void ConvertToBoneSpaceTransform ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, const FTransform & InCSTransform, FTransform & OutBSTransform, int32 BoneIndex, EBoneControlSpace Space )
[]
FAnimNodeEditMode::ConvertWidgetLocation
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Convert widget location according to bone control space
AnimGraph
static FVector ConvertWidgetLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelComp, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & InMeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const FVector & InLocation, const EBoneControlSpace Space )
[]
FAnimNodeEditMode::ConvertWidgetLocation
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Convert widget location according to bone control space
AnimGraph
static FVector ConvertWidgetLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelComp, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & InMeshBases, const [FBoneSocketTarget](API\Runtime\Engine\Animation\FBoneSocketTarget) & Target, const FVector & InLocation, const EBoneControlSpace Space )
[]
FAnimNodeEditMode::DoRotation
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called when the widget is dragged in rotation mode
AnimGraph
virtual void DoRotation ( FRotator & InRotation )
[]
FAnimNodeEditMode::DoScale
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called when the widget is dragged in scale mode
AnimGraph
virtual void DoScale ( FVector & InScale )
[]
FAnimNodeEditMode::DoTranslation
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called when the widget is dragged in translation mode
AnimGraph
virtual void DoTranslation ( FVector & InTranslation )
[]
FAnimNodeEditMode::DrawHUD
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Overlays the editor hud (brushes, drag tools, static mesh vertices, etc*.
AnimGraph
virtual void DrawHUD ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )
[]
FAnimNodeEditMode::EditorRuntimeNodePair::EditorRuntimeNodePair
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
EditorRuntimeNodePair &40; UAnimGraphNode_Base &42; InEditorAnimNode, FAnimNode_Base &42; InRuntimeAnimNode &41;
[]
EditorRuntimeNodePair
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
struct EditorRuntimeNodePair
[ { "type": "UAnimGraphNode_...", "name": "EditorAnimNode", "description": "The node we are operating on" }, { "type": "FAnimNode_Base...", "name": "RuntimeAnimNode", "description": "The runtime node in the preview scene" } ]
FAnimNodeEditMode::EndTracking
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual bool EndTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )
[]
FAnimNodeEditMode::EnterMode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called when entering this edit mode
AnimGraph
virtual void EnterMode ( class [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InEditorNode, struct [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )
[]
FAnimNodeEditMode::Exit
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual void Exit()
[]
FAnimNodeEditMode::ExitMode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called when exiting this edit mode
AnimGraph
virtual void ExitMode()
[]
FAnimNodeEditMode::GetActiveWidgetAnimNode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * GetActiveWidgetAnimNode() const
[]
FAnimNodeEditMode::GetCameraTarget
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
IPersonaEditModeinterface
AnimGraph
virtual bool GetCameraTarget ( FSphere & OutTarget ) const
[]
FAnimNodeEditMode::GetActiveWidgetRuntimeAnimNode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetActiveWidgetRuntimeAnimNode() const
[]
FAnimNodeEditMode::GetAnimPreviewScene
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
the anim preview scene
AnimGraph
virtual [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) & GetAnimPreviewScene() const
[]
FAnimNodeEditMode::GetCustomDrawingCoordinateSystem
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual bool GetCustomDrawingCoordinateSystem ( FMatrix & InMatrix, void * InData )
[]
FAnimNodeEditMode::GetOnScreenDebugInfo
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Function to collect strings from nodes to display in the viewport. Use this rather than DrawHUD when adding general text to the viewport. Display of this assumes that this will be mostly used by skeletal controls.
AnimGraph
virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutDebugInfo ) const
[]
FAnimNodeEditMode::GetSelectedBone
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Get the bone that the skeletal control is manipulating
AnimGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetSelectedBone() const
[]
FAnimNodeEditMode::GetWidgetCoordinateSystem
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
IAnimNodeEditModeinterface
AnimGraph
virtual ECoordSystem GetWidgetCoordinateSystem() const
[]
FAnimNodeEditMode::GetWidgetLocation
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual FVector GetWidgetLocation() const
[]
FAnimNodeEditMode::GetWidgetMode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
current widget mode this anim graph node supports
AnimGraph
virtual [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) GetWidgetMode() const
[]
FAnimNodeEditMode::HandleClick
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual bool HandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )
[]
FAnimNodeEditMode::InputDelta
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual bool InputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale )
[]
FAnimNodeEditMode::GetCustomInputCoordinateSystem
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual bool GetCustomInputCoordinateSystem ( FMatrix & InMatrix, void * InData )
[]
FAnimNodeEditMode::InputKey
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual bool InputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent )
[]
FAnimNodeEditMode::IsManipulatingWidget
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
const bool IsManipulatingWidget() const
[]
FAnimNodeEditMode::RegisterPoseWatchedNode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called when a Pose Watch is created on a node edited by this edit mode
AnimGraph
virtual void RegisterPoseWatchedNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InEditorNode, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )
[]
FAnimNodeEditMode::Render
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
FEdModeinterface
AnimGraph
virtual void Render ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )
[]
FAnimNodeEditMode::SetWidgetMode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called when the user set widget mode directly, returns true if InWidgetMode is available
AnimGraph
virtual bool SetWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode )
[]
FAnimNodeEditMode::ShouldDrawWidget
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual bool ShouldDrawWidget() const
[]
FAnimNodeEditMode::StartTracking
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual bool StartTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )
[]
FAnimNodeEditMode::SupportsPoseWatch
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Called to determine whether this edit mode should be drawn when nodes edited by this edit mode are pose watched
AnimGraph
virtual bool SupportsPoseWatch()
[]
FAnimNodeEditMode::Tick
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
virtual void Tick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, float DeltaTime )
[]
FAnimNodeEditMode::FAnimNodeEditMode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
AnimGraph
FAnimNodeEditMode()
[]
FAnimNodeEditMode
/Engine/Source/Editor/AnimGraph/Public/AnimNodeEditMode.h
Base implementation for anim node edit modes
AnimGraph
class FAnimNodeEditMode : public [IAnimNodeEditMode](API\Editor\AnimGraph\IAnimNodeEditMode)
[ { "type": "TArray<EditorR...", "name": "PoseWatchedAnimNodes", "description": "" }, { "type": "TArray<EditorR...", "name": "SelectedAnimNodes", "description": "" } ]
FAnimPreviewAttacheInstanceProxy::Evaluate
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h
Evaluate override point true if this function is implemented, false otherwise. Note: the node graph will not be evaluated if this function returns true
AnimGraph
virtual bool Evaluate ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )
[]
FAnimPreviewAttacheInstanceProxy::PreUpdate
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h
Called before update so we can copy any data we need
AnimGraph
virtual void PreUpdate ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, float DeltaSeconds )
[]
FAnimPreviewAttacheInstanceProxy::Initialize
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h
Called when our anim instance is being initialized
AnimGraph
virtual void Initialize ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )
[]
FAnimPreviewAttacheInstanceProxy::UpdateAnimationNode
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h
Updates the anim graph
AnimGraph
virtual void UpdateAnimationNode ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & InContext )
[]
FAnimPreviewAttacheInstanceProxy::FAnimPreviewAttacheInstanceProxy
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h
AnimGraph
FAnimPreviewAttacheInstanceProxy()
[]
FAnimPreviewAttacheInstanceProxy::FAnimPreviewAttacheInstanceProxy
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h
AnimGraph
FAnimPreviewAttacheInstanceProxy ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )
[]
FAnimPreviewAttacheInstanceProxy
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h
Proxy override for this UAnimInstance-derived class
AnimGraph
struct FAnimPreviewAttacheInstanceProxy : public [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy)
[]
FAnimPreviewInstanceProxy::AddImpulseAtLocation
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
virtual void AddImpulseAtLocation ( FVector Impulse, FVector Location, [FName](API\Runtime\Core\UObject\FName) BoneName )
[]
FAnimPreviewInstanceProxy::EnableControllers
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void EnableControllers ( bool bEnable )
[]
FAnimPreviewInstanceProxy::AddKeyCompleteDelegate
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
[FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddKeyCompleteDelegate ( FSimpleMulticastDelegate::FDelegate InOnSetKeyCompleteDelegate )
[]
FAnimPreviewInstanceProxy::Evaluate
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Evaluate override point true if this function is implemented, false otherwise. Note: the node graph will not be evaluated if this function returns true
AnimGraph
virtual bool Evaluate ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )
[]
FAnimPreviewInstanceProxy::FindModifiedBone
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
[FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) * FindModifiedBone ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bCurveController )
[]
FAnimPreviewInstanceProxy::GetCurveBoneControllers
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
[TArray](API\Runtime\Core\Containers\TArray)< [FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) > & GetCurveBoneControllers()
[]
FAnimPreviewInstanceProxy::GetBoneControllers
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
[TArray](API\Runtime\Core\Containers\TArray)< [FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) > & GetBoneControllers()
[]
FAnimPreviewInstanceProxy::GetDebugSkeletalMeshComponent
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Gets the external debug skeletal mesh component we are debugging
AnimGraph
[USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetDebugSkeletalMeshComponent() const
[]
FAnimPreviewInstanceProxy::GetForceRetargetBasePose
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
bool GetForceRetargetBasePose() const
[]
FAnimPreviewInstanceProxy::ModifyBone
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
[FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) & ModifyBone ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bCurveController )
[]
FAnimPreviewInstanceProxy::Initialize
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Called when our anim instance is being initialized
AnimGraph
virtual void Initialize ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )
[]
FAnimPreviewInstanceProxy::PreUpdate
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Called before update so we can copy any data we need
AnimGraph
virtual void PreUpdate ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, float DeltaSeconds )
[]
FAnimPreviewInstanceProxy::RefreshCurveBoneControllers
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void RefreshCurveBoneControllers ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AssetToRefreshFrom )
[]
FAnimPreviewInstanceProxy::RemoveBoneModification
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void RemoveBoneModification ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bCurveController )
[]
FAnimPreviewInstanceProxy::RemoveKeyCompleteDelegate
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void RemoveKeyCompleteDelegate ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InDelegateHandle )
[]
FAnimPreviewInstanceProxy::ResetModifiedBone
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void ResetModifiedBone ( bool bCurveController )
[]
FAnimPreviewInstanceProxy::SetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * NewAsset, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComponent, bool bIsLooping, float InPlayRate )
[]
FAnimPreviewInstanceProxy::SetForceRetargetBasePose
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void SetForceRetargetBasePose ( bool bInForceRetargetBasePose )
[]
FAnimPreviewInstanceProxy::SetDebugSkeletalMeshComponent
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Sets an external debug skeletal mesh component to use to debug
AnimGraph
void SetDebugSkeletalMeshComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent )
[]
FAnimPreviewInstanceProxy::SetKey
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void SetKey()
[]
FAnimPreviewInstanceProxy::SetSkeletalControlAlpha
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void SetSkeletalControlAlpha ( float InSkeletalControlAlpha )
[]
FAnimPreviewInstanceProxy::Update
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Update override point
AnimGraph
virtual void Update ( float DeltaSeconds )
[]
FAnimPreviewInstanceProxy::UpdateAnimationNode
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Updates the anim graph
AnimGraph
virtual void UpdateAnimationNode ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & InContext )
[]
FAnimPreviewInstanceProxy::FAnimPreviewInstanceProxy
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
FAnimPreviewInstanceProxy()
[]
FAnimPreviewInstanceProxy::FAnimPreviewInstanceProxy
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
FAnimPreviewInstanceProxy ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )
[]
FAnimPreviewInstanceProxy
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Proxy override for this UAnimInstance-derived class
AnimGraph
struct FAnimPreviewInstanceProxy : public [FAnimSingleNodeInstanceProxy](API\Runtime\Engine\Animation\FAnimSingleNodeInstanceProxy)
[]
FEdGraphSchemaAction_NewStateComment::PerformAction
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).
AnimGraph
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )
[]
FEdGraphSchemaAction_NewStateComment::FEdGraphSchemaAction_NewStateComment
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
AnimGraph
FEdGraphSchemaAction_NewStateComment()
[]
FEdGraphSchemaAction_NewStateComment::FEdGraphSchemaAction_NewStateComment
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
AnimGraph
FEdGraphSchemaAction_NewStateComment ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )
[]
FEdGraphSchemaAction_NewStateComment
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Action to create new comment
AnimGraph
struct FEdGraphSchemaAction_NewStateComment : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)
[]
FEdGraphSchemaAction_NewStateNode::AddReferencedObjects
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
GC.
AnimGraph
virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
FEdGraphSchemaAction_NewStateNode::PerformAction
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).
AnimGraph
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )
[]
FEdGraphSchemaAction_NewStateNode::FEdGraphSchemaAction_NewStateNode
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
AnimGraph
FEdGraphSchemaAction_NewStateNode()
[]
FEdGraphSchemaAction_NewStateNode::SpawnNodeFromTemplate
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
AnimGraph
template<typename NodeType> static NodeType * SpawnNodeFromTemplate ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, NodeType * InTemplateNode, const FVector2D Location, bool bSelectNewNode )
[]
FEdGraphSchemaAction_NewStateNode::FEdGraphSchemaAction_NewStateNode
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
AnimGraph
FEdGraphSchemaAction_NewStateNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )
[]
FEdGraphSchemaAction_NewStateNode
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
Action to add a node to the graph
AnimGraph
struct FEdGraphSchemaAction_NewStateNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)
[ { "type": "TObjectPtr<UEd...", "name": "NodeTemplate", "description": "" } ]
FNodeSpawnData::FNodeSpawnData
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
AnimGraph
FNodeSpawnData()
[]
FNodeSpawnData
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
AnimGraph
struct FNodeSpawnData
[ { "type": "TObjectPtr<UCl...", "name": "AnimInstanceClass", "description": "The instance class the spawned getter is defined on." }, { "type": "FText", "name": "CachedTitle", "description": "Title to use for the spawned node." }, { "type": "TObjectPtr<UFi...", "name": "Getter", "description": "TheUFunction(as aUField)" }, { "type": "FString", "name": "GetterContextString", "description": "String of combined valid contexts for the spawned getter." }, { "type": "TObjectPtr< con...", "name": "SourceBlueprint", "description": "The blueprint the getter is valid within." }, { "type": "TObjectPtr<UAn...", "name": "SourceNode", "description": "The node the spawned getter accesses." }, { "type": "TObjectPtr<UAn...", "name": "SourceStateNode", "description": "The state node the spawned getter accesses." } ]
FPoseLinkMappingRecord::GetLinkedNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
[UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * GetLinkedNode() const
[]
FPoseLinkMappingRecord::GetLinkingNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
[UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * GetLinkingNode() const
[]
FPoseLinkMappingRecord::IsValid
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
bool IsValid() const
[]
FPoseLinkMappingRecord::MakeFromMember
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
static [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) MakeFromMember ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * LinkingNode, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * LinkedNode, [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * MemberProperty )
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FPoseLinkMappingRecord::MakeFromArrayEntry
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
static [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) MakeFromArrayEntry ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * LinkingNode, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * LinkedNode, [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProperty, int32 ArrayIndex )
[]
FPoseLinkMappingRecord::MakeInvalid
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
static [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) MakeInvalid()
[]
FPoseLinkMappingRecord::PatchLinkIndex
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
void PatchLinkIndex ( uint8 * DestinationPtr, int32 LinkID, int32 SourceLinkID ) const
[]
FPoseLinkMappingRecord::FPoseLinkMappingRecord
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
FPoseLinkMappingRecord()
[]
FPoseLinkMappingRecord
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
struct FPoseLinkMappingRecord
[ { "type": "FProperty*", "name": "ChildProperty", "description": "Will either be an array property containingFPoseLinkBasederived structs, indexed by ChildPropertyIndex, or aFPoseLinkBasederived struct property." }, { "type": "int32", "name": "ChildPropertyIndex", "description": "Indexwhen ChildProperty is an array." }, { "type": "UAnimGraphNode_...", "name": "LinkedNode", "description": "Linked node for this pose link, can be nullptr." }, { "type": "UAnimGraphNode_...", "name": "LinkingNode", "description": "Linking node for this pose link, can be nullptr." } ]
FPropertyAccessCompilerHandler::AddCopy
/Engine/Source/Editor/AnimGraph/Public/PropertyAccessCompilerHandler.h
Add a copy to the property access library we are compiling an integer handle to the pending copy. This can be resolved to a true copy index by calling MapCopyIndex
AnimGraph
int32 AddCopy ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InSourcePath, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InDestPath, EPropertyAccessBatchType InBatchType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )
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FPropertyAccessCompilerHandler::MapCopyIndex
/Engine/Source/Editor/AnimGraph/Public/PropertyAccessCompilerHandler.h
Maps the initial integer copy handle to a true handle, post compilation.
AnimGraph
int32 MapCopyIndex ( int32 InIndex ) const
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FPropertyAccessCompilerHandler::OnPostLibraryCompiled
/Engine/Source/Editor/AnimGraph/Public/PropertyAccessCompilerHandler.h
Delegate called when the library is compiled (whether successfully or not)
AnimGraph
FOnPostLibraryCompiled & OnPostLibraryCompiled()
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FPropertyAccessCompilerHandler
/Engine/Source/Editor/AnimGraph/Public/PropertyAccessCompilerHandler.h
AnimGraph
class FPropertyAccessCompilerHandler : public [IAnimBlueprintCompilerHandler](API\Editor\AnimGraph\IAnimBlueprintCompilerHandler)
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