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IAnimBlueprintGeneratedClassCompiledData::GetPropertyAccessLibrary
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintGeneratedClassCompiledData.h
Deprecated* Property access library is no longer accessible via this method. Access it viaUAnimBlueprintExtension_PropertyAccess.
AnimGraph
virtual [FPropertyAccessLibrary](API\Runtime\Engine\FPropertyAccessLibrary) & GetPropertyAccessLibrary() const
[]
IAnimBlueprintGeneratedClassCompiledData
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintGeneratedClassCompiledData.h
Interface to the writable parts of the generated class that handlers can operate on
AnimGraph
class IAnimBlueprintGeneratedClassCompiledData
[]
IAnimBlueprintNodeCopyTermDefaultsContext::GetClassDefaultObject
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCopyTermDefaultsContext.h
Get the CDO that we are writing to.
AnimGraph
[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetClassDefaultObject() const
[]
IAnimBlueprintNodeCopyTermDefaultsContext::GetDestinationNode
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCopyTermDefaultsContext.h
Get the destination node cast to the correct type.
AnimGraph
template<typename NodeType> NodeType & GetDestinationNode() const
[]
IAnimBlueprintNodeCopyTermDefaultsContext::GetClassDefaultObjectImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCopyTermDefaultsContext.h
Get the CDO that we are writing to.
AnimGraph
[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetClassDefaultObjectImpl() const
[]
IAnimBlueprintNodeCopyTermDefaultsContext::GetDestinationPtr
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCopyTermDefaultsContext.h
Get the destination ptr (the node) that we are writing to.
AnimGraph
uint8 * GetDestinationPtr() const
[]
IAnimBlueprintNodeCopyTermDefaultsContext::GetDestinationPtrImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCopyTermDefaultsContext.h
Get the destination ptr (the node) that we are writing to.
AnimGraph
uint8 * GetDestinationPtrImpl() const
[]
IAnimBlueprintNodeCopyTermDefaultsContext::GetNodePropertyIndex
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCopyTermDefaultsContext.h
Get the property index for this node.
AnimGraph
int32 GetNodePropertyIndex() const
[]
IAnimBlueprintNodeCopyTermDefaultsContext::GetNodePropertyIndexImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCopyTermDefaultsContext.h
Get the property index for this node.
AnimGraph
int32 GetNodePropertyIndexImpl() const
[]
IAnimBlueprintNodeCopyTermDefaultsContext::GetSourceNode
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCopyTermDefaultsContext.h
Get the source node cast to the correct type.
AnimGraph
template<typename NodeType> const NodeType & GetSourceNode() const
[]
IAnimBlueprintNodeCopyTermDefaultsContext::GetSourcePtr
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCopyTermDefaultsContext.h
Get the source ptr (the node in the anim graph node) that we are reading from.
AnimGraph
const uint8 * GetSourcePtr() const
[]
IAnimBlueprintNodeCopyTermDefaultsContext::GetSourcePtrImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCopyTermDefaultsContext.h
Get the source ptr (the node in the anim graph node) that we are reading from.
AnimGraph
const uint8 * GetSourcePtrImpl() const
[]
IAnimBlueprintNodeCopyTermDefaultsContext::GetTargetProperty
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCopyTermDefaultsContext.h
Get the property that we are writing to.
AnimGraph
const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetTargetProperty() const
[]
IAnimBlueprintNodeCopyTermDefaultsContext::GetTargetPropertyImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCopyTermDefaultsContext.h
Get the property that we are writing to.
AnimGraph
const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetTargetPropertyImpl() const
[]
IAnimBlueprintNodeCopyTermDefaultsContext::~IAnimBlueprintNodeCopyTermDefaultsContext
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCopyTermDefaultsContext.h
AnimGraph
virtual ~IAnimBlueprintNodeCopyTermDefaultsContext()
[]
IAnimBlueprintNodeCopyTermDefaultsContext
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCopyTermDefaultsContext.h
Interface passed to per-node CopyTermDefaults override point.
AnimGraph
class IAnimBlueprintNodeCopyTermDefaultsContext
[]
IAnimBlueprintNodeOverrideAssetsContext::GetAnimNode
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintNodeOverrideAssetsContext.h
Get the anim node to override.
AnimGraph
template<typename AnimNodeType> AnimNodeType & GetAnimNode() const
[]
IAnimBlueprintNodeOverrideAssetsContext::GetAnimNodeImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintNodeOverrideAssetsContext.h
Get the anim node to override.
AnimGraph
[FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetAnimNodeImpl() const
[]
IAnimBlueprintNodeOverrideAssetsContext::GetAnimNodeTypeImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintNodeOverrideAssetsContext.h
Get the type of the anim node to override.
AnimGraph
[UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetAnimNodeTypeImpl() const
[]
IAnimBlueprintNodeOverrideAssetsContext::GetAssets
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintNodeOverrideAssetsContext.h
Get all of the assets to override with.
AnimGraph
[TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *const > GetAssets() const
[]
IAnimBlueprintNodeOverrideAssetsContext::GetAssetsImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintNodeOverrideAssetsContext.h
Get all of the assets to override with.
AnimGraph
[TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *const > GetAssetsImpl() const
[]
IAnimBlueprintNodeOverrideAssetsContext::~IAnimBlueprintNodeOverrideAssetsContext
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintNodeOverrideAssetsContext.h
AnimGraph
virtual ~IAnimBlueprintNodeOverrideAssetsContext()
[]
IAnimBlueprintNodeOverrideAssetsContext
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintNodeOverrideAssetsContext.h
Interface passed to per-node OverrideAssets override point.
AnimGraph
class IAnimBlueprintNodeOverrideAssetsContext
[]
IAnimBlueprintPostExpansionStepContext::GetCompileOptions
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintPostExpansionStepContext.h
Get the compiler options we are currently using.
AnimGraph
const [FKismetCompilerOptions](API\Runtime\Engine\Engine\FKismetCompilerOptions) & GetCompileOptions() const
[]
IAnimBlueprintPostExpansionStepContext::GetCompileOptionsImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintPostExpansionStepContext.h
Get the compiler options we are currently using.
AnimGraph
const [FKismetCompilerOptions](API\Runtime\Engine\Engine\FKismetCompilerOptions) & GetCompileOptionsImpl() const
[]
IAnimBlueprintPostExpansionStepContext::GetConsolidatedEventGraphImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintPostExpansionStepContext.h
Get the consolidated uber graph during compilation.
AnimGraph
[UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetConsolidatedEventGraphImpl() const
[]
IAnimBlueprintPostExpansionStepContext::GetConsolidatedEventGraph
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintPostExpansionStepContext.h
Get the consolidated uber graph during compilation.
AnimGraph
[UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetConsolidatedEventGraph() const
[]
IAnimBlueprintPostExpansionStepContext::GetMessageLogImpl
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintPostExpansionStepContext.h
Get the message log for the current compilation.
AnimGraph
[FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetMessageLogImpl() const
[]
IAnimBlueprintPostExpansionStepContext::GetMessageLog
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintPostExpansionStepContext.h
Get the message log for the current compilation.
AnimGraph
[FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetMessageLog() const
[]
IAnimBlueprintPostExpansionStepContext::~IAnimBlueprintPostExpansionStepContext
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintPostExpansionStepContext.h
AnimGraph
virtual ~IAnimBlueprintPostExpansionStepContext()
[]
IAnimBlueprintPostExpansionStepContext
/Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintPostExpansionStepContext.h
Interface passed to PostExpansionStep delegate.
AnimGraph
class IAnimBlueprintPostExpansionStepContext
[]
IAnimBlueprintVariableCreationContext::CreateUniqueVariable
/Engine/Source/Editor/AnimGraph/Public/IClassVariableCreator.h
Create a uniquely named variable corresponding to an object in the current class.
AnimGraph
[FProperty](API\Runtime\CoreUObject\UObject\FProperty) * CreateUniqueVariable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InForObject, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & Type )
[]
IAnimBlueprintVariableCreationContext::CreateVariable
/Engine/Source/Editor/AnimGraph/Public/IClassVariableCreator.h
Create a class variable in the current class. Note that no name confick resolution is performed, if a unique name is needed, use CreateUniqueVariable
AnimGraph
[FProperty](API\Runtime\CoreUObject\UObject\FProperty) * CreateVariable ( const [FName](API\Runtime\Core\UObject\FName) Name, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & Type )
[]
IAnimBlueprintVariableCreationContext
/Engine/Source/Editor/AnimGraph/Public/IClassVariableCreator.h
Context passed toIClassVariableCreator::CreateClassVariablesFromBlueprint
AnimGraph
class IAnimBlueprintVariableCreationContext
[]
IAnimGraphNodeCustomizationInterface::GetTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNodeCustomizationInterface.h
Get the custom color for this node
AnimGraph
[FLinearColor](API\Runtime\Core\Math\FLinearColor) GetTitleColor() const
[]
IAnimGraphNodeCustomizationInterface::GetTitleColor_Implementation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNodeCustomizationInterface.h
Get the custom color for this node
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetTitleColor_Implementation() const
[]
IAnimGraphNodeCustomizationInterface
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNodeCustomizationInterface.h
AnimGraph
class IAnimGraphNodeCustomizationInterface
[]
IAnimNodeEditMode::ChangeToNextWidgetMode
/Engine/Source/Editor/AnimGraph/Public/IAnimNodeEditMode.h
Called when the user changed widget mode by pressing "Space" key
AnimGraph
[UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) ChangeToNextWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) CurWidgetMode )
[]
IAnimNodeEditMode::DoRotation
/Engine/Source/Editor/AnimGraph/Public/IAnimNodeEditMode.h
Called when the widget is dragged in rotation mode
AnimGraph
void DoRotation ( FRotator & InRotation )
[]
IAnimNodeEditMode::DoScale
/Engine/Source/Editor/AnimGraph/Public/IAnimNodeEditMode.h
Called when the widget is dragged in scale mode
AnimGraph
void DoScale ( FVector & InScale )
[]
IAnimNodeEditMode::DoTranslation
/Engine/Source/Editor/AnimGraph/Public/IAnimNodeEditMode.h
Called when the widget is dragged in translation mode
AnimGraph
void DoTranslation ( FVector & InTranslation )
[]
IAnimNodeEditMode::EnterMode
/Engine/Source/Editor/AnimGraph/Public/IAnimNodeEditMode.h
Called when entering this edit mode
AnimGraph
void EnterMode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InEditorNode, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )
[]
IAnimNodeEditMode::ExitMode
/Engine/Source/Editor/AnimGraph/Public/IAnimNodeEditMode.h
Called when exiting this edit mode
AnimGraph
void ExitMode()
[]
IAnimNodeEditMode::GetSelectedBone
/Engine/Source/Editor/AnimGraph/Public/IAnimNodeEditMode.h
Get the bone that the skeletal control is manipulating
AnimGraph
[FName](API\Runtime\Core\UObject\FName) GetSelectedBone() const
[]
IAnimNodeEditMode::GetWidgetCoordinateSystem
/Engine/Source/Editor/AnimGraph/Public/IAnimNodeEditMode.h
Returns the coordinate system that should be used for this bone
AnimGraph
ECoordSystem GetWidgetCoordinateSystem() const
[]
IAnimNodeEditMode::GetWidgetMode
/Engine/Source/Editor/AnimGraph/Public/IAnimNodeEditMode.h
current widget mode this anim graph node supports
AnimGraph
[UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) GetWidgetMode() const
[]
IAnimNodeEditMode::RegisterPoseWatchedNode
/Engine/Source/Editor/AnimGraph/Public/IAnimNodeEditMode.h
Called when a Pose Watch is created on a node edited by this edit mode
AnimGraph
void RegisterPoseWatchedNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InEditorNode, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )
[]
IAnimNodeEditMode::SetWidgetMode
/Engine/Source/Editor/AnimGraph/Public/IAnimNodeEditMode.h
Called when the user set widget mode directly, returns true if InWidgetMode is available
AnimGraph
bool SetWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode )
[]
IAnimNodeEditMode::SupportsPoseWatch
/Engine/Source/Editor/AnimGraph/Public/IAnimNodeEditMode.h
Called to determine whether this edit mode should be drawn when nodes edited by this edit mode are pose watched
AnimGraph
bool SupportsPoseWatch()
[]
IAnimNodeEditMode
/Engine/Source/Editor/AnimGraph/Public/IAnimNodeEditMode.h
Base interface for skeletal control edit modes
AnimGraph
class IAnimNodeEditMode : public [FAnimationEditMode](API\Editor\AnimationEditMode\FAnimationEditMode)
[]
IClassVariableCreator::CreateClassVariablesFromBlueprint
/Engine/Source/Editor/AnimGraph/Public/IClassVariableCreator.h
Implement this in a graph node and the anim BP compiler will call this expecting to generate class variables.
AnimGraph
void CreateClassVariablesFromBlueprint ( [IAnimBlueprintVariableCreationContext](API\Editor\AnimGraph\IAnimBlueprintVariableCreationCo-) & InCreationContext )
[]
UAnimationBlendSpaceSampleGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationBlendSpaceSampleGraph.h
AnimGraph
class UAnimationBlendSpaceSampleGraph : public [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph)
[ { "type": "TObjectPtr<UAn...", "name": "ResultNode", "description": "Result node within the state's animation graph." } ]
IClassVariableCreator
/Engine/Source/Editor/AnimGraph/Public/IClassVariableCreator.h
AnimGraph
class IClassVariableCreator
[]
UAnimationConduitGraphSchema::CanDuplicateGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationConduitGraphSchema.h
Can this graph type be duplicated?
AnimGraph
virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const
[]
UAnimationConduitGraphSchema::CreateDefaultNodesForGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationConduitGraphSchema.h
Populate new graph with any default nodes
AnimGraph
virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const
[]
UAnimationConduitGraphSchema::DoesSupportCollapsedNodes
/Engine/Source/Editor/AnimGraph/Public/AnimationConduitGraphSchema.h
Determine if this graph supports collapsing nodes into subgraphs True if this schema supports collapsed node subgraphs
AnimGraph
virtual bool DoesSupportCollapsedNodes() const
[]
UAnimationConduitGraphSchema::DoesSupportEventDispatcher
/Engine/Source/Editor/AnimGraph/Public/AnimationConduitGraphSchema.h
Determine if this graph supports event dispatcher True if this schema supports Event Dispatcher
AnimGraph
virtual bool DoesSupportEventDispatcher() const
[]
UAnimationConduitGraphSchema::GetGraphDisplayInformation
/Engine/Source/Editor/AnimGraph/Public/AnimationConduitGraphSchema.h
Gets display information for a graph
AnimGraph
virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const
[]
UAnimationConduitGraphSchema::HandleGraphBeingDeleted
/Engine/Source/Editor/AnimGraph/Public/AnimationConduitGraphSchema.h
Handle a graph being removed by the user (potentially removing associated bound nodes, etc...)
AnimGraph
virtual void HandleGraphBeingDeleted ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & GraphBeingRemoved ) const
[]
UAnimationConduitGraphSchema::UAnimationConduitGraphSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationConduitGraphSchema.h
AnimGraph
UAnimationConduitGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimationConduitGraphSchema::ShouldAlwaysPurgeOnModification
/Engine/Source/Editor/AnimGraph/Public/AnimationConduitGraphSchema.h
When a node is removed, this method determines whether we should remove it immediately or use the old (slower) code path that results in all node being recreated:
AnimGraph
virtual bool ShouldAlwaysPurgeOnModification() const
[]
UAnimationConduitGraphSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationConduitGraphSchema.h
AnimGraph
class UAnimationConduitGraphSchema : public [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2)
[]
UAnimationCustomTransitionGraph::GetResultNode
/Engine/Source/Editor/AnimGraph/Public/AnimationCustomTransitionGraph.h
AnimGraph
[UAnimGraphNode_CustomTransitionResult](API\Editor\AnimGraph\UAnimGraphNode_CustomTransitionR-) * GetResultNode()
[]
UAnimationCustomTransitionGraph::UAnimationCustomTransitionGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationCustomTransitionGraph.h
AnimGraph
UAnimationCustomTransitionGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimationCustomTransitionGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationCustomTransitionGraph.h
AnimGraph
class UAnimationCustomTransitionGraph : public [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph)
[ { "type": "TObjectPtr< cla...", "name": "MyResultNode", "description": "Result node within the state's animation graph." } ]
UAnimationCustomTransitionSchema::CreateDefaultNodesForGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationCustomTransitionSchema.h
Populate new graph with any default nodes
AnimGraph
virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const
[]
UAnimationCustomTransitionSchema::GetGraphDisplayInformation
/Engine/Source/Editor/AnimGraph/Public/AnimationCustomTransitionSchema.h
Gets display information for a graph
AnimGraph
virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const
[]
UAnimationCustomTransitionSchema::UAnimationCustomTransitionSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationCustomTransitionSchema.h
AnimGraph
UAnimationCustomTransitionSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimationCustomTransitionSchema::HandleGraphBeingDeleted
/Engine/Source/Editor/AnimGraph/Public/AnimationCustomTransitionSchema.h
Handle a graph being removed by the user (potentially removing associated bound nodes, etc...)
AnimGraph
virtual void HandleGraphBeingDeleted ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & GraphBeingRemoved ) const
[]
UAnimationCustomTransitionSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationCustomTransitionSchema.h
AnimGraph
class UAnimationCustomTransitionSchema : public [UAnimationGraphSchema](API\Editor\AnimGraph\UAnimationGraphSchema)
[]
UAnimationGraph::GetGraphNodesOfClass
/Engine/Source/Editor/AnimGraph/Public/AnimationGraph.h
Returns contained graph nodes of the specified (or child) class
AnimGraph
void GetGraphNodesOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) > NodeClass, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & GraphNodes, bool bIncludeChildClasses )
[]
UAnimationGraph::UAnimationGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationGraph.h
AnimGraph
UAnimationGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimationGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationGraph.h
AnimGraph
class UAnimationGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)
[ { "type": "FAnimGraphBlend...", "name": "BlendOptions", "description": "Blending options for animation graphs in Linked Animation Blueprints." }, { "type": "FOnPinDefaultVa...", "name": "OnPinDefaultValueChanged", "description": "Delegate fired when a pin's default value is changed" } ]
UAnimationGraphSchema::ArePinsCompatible
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Returns true if the types and directions of two pins are schema compatible. Handles outputting a more derived type to an input pin expecting a less derived type. true if the pin types and directions are compatible.
AnimGraph
virtual bool ArePinsCompatible ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * CallingContext, bool bIgnoreArray ) const
[]
UAnimationGraphSchema::AutoArrangeInterfaceGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Auto-arranges a graph's inputs and outputs. Does nothing to nodes that are not roots or inputs
AnimGraph
static void AutoArrangeInterfaceGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph )
[]
UAnimationGraphSchema::BeginGraphDragAction
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Begins a drag and drop action to drag a graph action into another graph
AnimGraph
virtual [FReply](API\Runtime\SlateCore\Input\FReply) BeginGraphDragAction ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > InAction, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent ) const
[]
UAnimationGraphSchema::CanDuplicateGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Can this graph type be duplicated?
AnimGraph
virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const
[]
UAnimationGraphSchema::CanShowDataTooltipForPin
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Checks to see if a pin supports Pin Value Inspection Tooltips true if it supports data tooltips
AnimGraph
virtual bool CanShowDataTooltipForPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const
[]
UAnimationGraphSchema::CanGraphBeDropped
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Can the function graph be dropped into another graph
AnimGraph
virtual bool CanGraphBeDropped ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > InAction ) const
[]
UAnimationGraphSchema::ConformAnimGraphToInterface
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Conforms an anim graph to an interface function
AnimGraph
static void ConformAnimGraphToInterface ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & InGraph, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction )
[]
UAnimationGraphSchema::ConformAnimLayersByGuid
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Conforms anim layer nodes to an interface desc by GUID
AnimGraph
static void ConformAnimLayersByGuid ( const [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, const [FBPInterfaceDescription](API\Runtime\Engine\Engine\FBPInterfaceDescription) & CurrentInterfaceDesc )
[]
UAnimationGraphSchema::CreateDefaultNodesForGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Populate new graph with any default nodes
AnimGraph
virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const
[]
UAnimationGraphSchema::CreateAutomaticConversionNodeAndConnections
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Try to create an automatic cast or other conversion node node to facilitate a connection between two pins. It makes the cast node, a connection between A and the cast node, and a connection from the cast node to B.two This method is called when a connection is made where CanCreateConnection returned bCanAutoConvert. True if a cast node and connection were made; false if the connection failed and had no side effects.
AnimGraph
virtual bool CreateAutomaticConversionNodeAndConnections ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const
[]
UAnimationGraphSchema::CreateFunctionGraphTerminators
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Populate new function graph with entry and possibly return node
AnimGraph
virtual void CreateFunctionGraphTerminators ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) const
[]
UAnimationGraphSchema::DoesSupportAnimNotifyActions
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Some inherited schemas don't want anim-notify actions listed, so this is an easy way to check that
AnimGraph
virtual bool DoesSupportAnimNotifyActions() const
[]
UAnimationGraphSchema::DetermineConnectionResponseOfCompatibleTypedPins
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Returns the connection response for connecting PinA to PinB, which have already been determined to be compatible types with a compatible direction. InputPin and OutputPin are PinA and PinB or vis versa, indicating their direction. The message and action to take on trying to make this connection.
AnimGraph
virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) DetermineConnectionResponseOfCompatibleTypedPins ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin ) const
[]
UAnimationGraphSchema::DoesSupportCollapsedNodes
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Determine if this graph supports collapsing nodes into subgraphs True if this schema supports collapsed node subgraphs
AnimGraph
virtual bool DoesSupportCollapsedNodes() const
[]
UAnimationGraphSchema::DoesSupportEventDispatcher
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Determine if this graph supports event dispatcher True if this schema supports Event Dispatcher
AnimGraph
virtual bool DoesSupportEventDispatcher() const
[]
UAnimationGraphSchema::DroppedAssetsOnGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Called when asset(s) are dropped onto a graph background.
AnimGraph
virtual void DroppedAssetsOnGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const
[]
UAnimationGraphSchema::DroppedAssetsOnNode
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Called when asset(s) are dropped onto the specified node
AnimGraph
virtual void DroppedAssetsOnNode ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node ) const
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UAnimationGraphSchema::DroppedAssetsOnPin
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Called when asset(s) are dropped onto the specified pin
AnimGraph
virtual void DroppedAssetsOnPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
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UAnimationGraphSchema::GetAssetsGraphHoverMessage
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified graph
AnimGraph
virtual void GetAssetsGraphHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * HoverGraph, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const
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UAnimationGraphSchema::GetAssetsNodeHoverMessage
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified node
AnimGraph
virtual void GetAssetsNodeHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * HoverNode, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const
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UAnimationGraphSchema::GetAssetsPinHoverMessage
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified pin
AnimGraph
virtual void GetAssetsPinHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * HoverPin, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const
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UAnimationGraphSchema::GetContextMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Gets actions that should be added to the right-click context menu for a node or pin
AnimGraph
virtual void GetContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
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UAnimationGraphSchema::GetGraphDisplayInformation
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Gets display information for a graph
AnimGraph
virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const
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UAnimationGraphSchema::GetGraphType
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
The type of graph (function vs. ubergraph) that this that TestEdGraph is.
AnimGraph
virtual EGraphType GetGraphType ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TestEdGraph ) const
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UAnimationGraphSchema::GetPinDisplayName
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Get the name to show in the editor
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetPinDisplayName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
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UAnimationGraphSchema::GetPinTypeColor
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Gets the draw color of a pin based on it's type. The color representing the passed in type.
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const
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UAnimationGraphSchema::GetPositionForNewLinkedInputPoseNode
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
Find a position for a newly created linked input pose
AnimGraph
static FVector2D GetPositionForNewLinkedInputPoseNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & InGraph )
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