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UAnimationGraphSchema::GetPositionForNewSubInputNode | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h | Deprecated* Function renamed, please use GetPositionForNewLinkedInputPoseNode | AnimGraph | static FVector2D GetPositionForNewSubInputNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & InGraph ) | []
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UAnimationGraphSchema::HideUnboundPropertyPins | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h | Unexpose pins that are unused on a linked anim graph node | AnimGraph | static void HideUnboundPropertyPins ( [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-) * Node ) | []
|
UAnimationGraphSchema::HandleGraphBeingDeleted | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.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 | []
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UAnimationGraphSchema::IsComponentSpacePosePin | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h | Checks to see whether the passed-in pin type is a component space pose pin | AnimGraph | static bool IsComponentSpacePosePin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) | []
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UAnimationGraphSchema::IsLocalSpacePosePin | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h | Checks to see whether the passed-in pin type is a local space pose pin | AnimGraph | static bool IsLocalSpacePosePin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) | []
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UAnimationGraphSchema::IsPosePin | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h | Checks to see whether the passed-in pin type is a pose pin (local or component space) | AnimGraph | static bool IsPosePin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) | []
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UAnimationGraphSchema::MakeBindingWidgetForPin | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h | Create a binding widget for the specified named pin on the specified anim graph nodes | AnimGraph | static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeBindingWidgetForPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & InAnimGraphNodes, [FName](API\Runtime\Core\UObject\FName) InPinName, bool bInOnGraphNode, [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > bInIsEnabled ) | []
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UAnimationGraphSchema::MakeComponentSpacePosePin | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h | Makes a component space pose pin type | AnimGraph | static [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) MakeComponentSpacePosePin() | []
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UAnimationGraphSchema::MakeLocalSpacePosePin | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h | Makes a local space pose pin type | AnimGraph | static [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) MakeLocalSpacePosePin() | []
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UAnimationGraphSchema::SearchForAutocastFunction | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h | AnimGraph | virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FSearchForAutocastFunctionResults](API\Editor\BlueprintGraph\UEdGraphSchema_K2\FSearchForAutocastFunctionResult-) > SearchForAutocastFunction ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & OutputPinType, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InputPinType ) const | []
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UAnimationGraphSchema::SearchForAutocastFunction | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h | Deprecated* Use the FSearchForAutocastFunctionResults variant. | AnimGraph | virtual bool SearchForAutocastFunction ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & OutputPinType, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InputPinType, [FName](API\Runtime\Core\UObject\FName) & TargetFunction, [UClass](API\Runtime\CoreUObject\UObject\UClass) *& FunctionOwner ) const | []
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UAnimationGraphSchema::ShouldAlwaysPurgeOnModification | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.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 | []
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UAnimationGraphSchema::SpawnNodeFromAsset | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h | Spawn the correct node in the Animation Graph using the given AnimationAsset at the supplied location | AnimGraph | static void SpawnNodeFromAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinIfAvailable ) | []
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UAnimationGraphSchema::SpawnRigidBodyNodeFromAsset | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h | Spawn a rigid body node if we drop a physics asset on the graph | AnimGraph | static void SpawnRigidBodyNodeFromAsset ( [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * Asset, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) | []
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UAnimationGraphSchema::UpdateNodeWithAsset | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h | Update the specified node to a new asset | AnimGraph | static void UpdateNodeWithAsset ( class [UK2Node](API\Editor\BlueprintGraph\UK2Node) * K2Node, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset ) | []
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UAnimationGraphSchema::UAnimationGraphSchema | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h | AnimGraph | UAnimationGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimationGraphSchema | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h | AnimGraph | class UAnimationGraphSchema : public [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2) | [
{
"type": "FName",
"name": "DefaultEvaluationHandlerName",
"description": ""
},
{
"type": "FName",
"name": "NAME_AlwaysAsPin",
"description": ""
},
{
"type": "FName",
"name": "NAME_CustomizeProperty",
"description": ""
},
{
"type": "FName",
"name": "NAME_NeverAsPin",
"description": ""
},
{
"type": "FName",
"name": "NAME_OnEvaluate",
"description": ""
},
{
"type": "FName",
"name": "NAME_PinHiddenByDefault",
"description": ""
},
{
"type": "FName",
"name": "NAME_PinShownByDefault",
"description": ""
},
{
"type": "FString",
"name": "PN_SequenceName",
"description": "Common PinNames."
}
]
|
|
UAnimationStateGraph::GetResultNode | /Engine/Source/Editor/AnimGraph/Public/AnimationStateGraph.h | AnimGraph | [UAnimGraphNode_StateResult](API\Editor\AnimGraph\UAnimGraphNode_StateResult) * GetResultNode() | []
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UAnimationStateGraphSchema::CanDuplicateGraph | /Engine/Source/Editor/AnimGraph/Public/AnimationStateGraphSchema.h | Can this graph type be duplicated? | AnimGraph | virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const | []
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UAnimationStateGraph | /Engine/Source/Editor/AnimGraph/Public/AnimationStateGraph.h | AnimGraph | class UAnimationStateGraph : public [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph) | [
{
"type": "TObjectPtr< cla...",
"name": "MyResultNode",
"description": "Result node within the state's animation graph."
}
]
|
|
UAnimationStateGraphSchema::CreateDefaultNodesForGraph | /Engine/Source/Editor/AnimGraph/Public/AnimationStateGraphSchema.h | Populate new graph with any default nodes | AnimGraph | virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const | []
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UAnimationStateGraphSchema::GetGraphDisplayInformation | /Engine/Source/Editor/AnimGraph/Public/AnimationStateGraphSchema.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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UAnimationStateGraphSchema::UAnimationStateGraphSchema | /Engine/Source/Editor/AnimGraph/Public/AnimationStateGraphSchema.h | AnimGraph | UAnimationStateGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimationGraphSchema::TryCreateConnection | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h | Try to make a connection between two pins.
True if a connection was made/broken (graph was modified); false if the connection failed and had no side effects. | AnimGraph | virtual bool TryCreateConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const | []
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UAnimationStateGraphSchema | /Engine/Source/Editor/AnimGraph/Public/AnimationStateGraphSchema.h | AnimGraph | class UAnimationStateGraphSchema : public [UAnimationGraphSchema](API\Editor\AnimGraph\UAnimationGraphSchema) | []
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UAnimationStateMachineGraph | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineGraph.h | AnimGraph | class UAnimationStateMachineGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) | [
{
"type": "TObjectPtr< cla...",
"name": "EntryNode",
"description": "Entry node within the state machine."
},
{
"type": "TObjectPtr< cla...",
"name": "OwnerAnimGraphNode",
"description": "Parent instance node."
}
]
|
|
UAnimationStateMachineGraph::UAnimationStateMachineGraph | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineGraph.h | AnimGraph | UAnimationStateMachineGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimationStateMachineSchema::BreakNodeLinks | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h | Breaks all links from/to a single node | AnimGraph | virtual void BreakNodeLinks ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & TargetNode ) const | []
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UAnimationStateMachineSchema::BreakPinLinks | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h | Breaks all links from/to a single pin | AnimGraph | virtual void BreakPinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & TargetPin, bool bSendsNodeNotifcation ) const | []
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UAnimationStateGraph::UAnimationStateGraph | /Engine/Source/Editor/AnimGraph/Public/AnimationStateGraph.h | AnimGraph | UAnimationStateGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimationStateMachineSchema::BreakSinglePinLink | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h | Breaks the link between two nodes. | AnimGraph | virtual void BreakSinglePinLink ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin ) const | []
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UAnimationStateMachineSchema::CanCreateConnection | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h | Determine if a connection can be created between two pins.
An empty string if the connection is legal, otherwise a message describing why the connection would fail. | AnimGraph | virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanCreateConnection ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const | []
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UAnimationStateMachineSchema::CreateAutomaticConversionNodeAndConnections | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.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 | []
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UAnimationStateMachineSchema::CanRelinkConnectionToPin | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h | Determine if a connection can be relinked to the given pin.
A message describing if the operation can succeed or why the relink operation would fail. | AnimGraph | virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanRelinkConnectionToPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldSourcePin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPinCandidate ) const | []
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UAnimationStateMachineSchema::CreateDefaultNodesForGraph | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h | Populate new graph with any default nodes | AnimGraph | virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const | []
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UAnimationStateMachineSchema::DroppedAssetsOnGraph | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.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 | []
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UAnimationStateMachineSchema::DroppedAssetsOnNode | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.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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UAnimationStateMachineSchema::DroppedAssetsOnPin | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.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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UAnimationStateMachineSchema::GetAssetsNodeHoverMessage | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.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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UAnimationStateMachineSchema::GetAssetsPinHoverMessage | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.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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UAnimationStateMachineSchema::GetContextMenuActions | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.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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UAnimationStateMachineSchema::GetGraphContextActions | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h | Get all actions that can be performed when right clicking on a graph or drag-releasing on a graph from a pin | AnimGraph | virtual void GetGraphContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder ) const | []
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UAnimationStateMachineSchema::GetGraphType | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.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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UAnimationStateMachineSchema::GetGraphDisplayInformation | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.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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UAnimationStateMachineSchema::GetPinTypeColor | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.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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UAnimationStateMachineSchema::IsConnectionRelinkingAllowed | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h | Is this schema supporting connection relinking for the given pin? | AnimGraph | virtual bool IsConnectionRelinkingAllowed ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const | []
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PC_Exec | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h | AnimGraph | static const [FName](API\Runtime\Core\UObject\FName) PC_Exec; | []
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UAnimationStateMachineSchema::TryCreateConnection | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h | Try to make a connection between two pins.
True if a connection was made/broken (graph was modified); false if the connection failed and had no side effects. | AnimGraph | virtual bool TryCreateConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const | []
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UAnimationStateMachineSchema::UAnimationStateMachineSchema | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h | AnimGraph | UAnimationStateMachineSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimationStateMachineSchema::TryRelinkConnectionTarget | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h | Try relinking the connection starting at the old source and target pins and relink it to the new target pin. | AnimGraph | virtual bool TryRelinkConnectionTarget ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldTargetPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewTargetPin, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InSelectedGraphNodes ) const | []
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UAnimationStateMachineSchema | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h | AnimGraph | class UAnimationStateMachineSchema : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) | []
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UAnimationTransitionGraph::UAnimationTransitionGraph | /Engine/Source/Editor/AnimGraph/Public/AnimationTransitionGraph.h | AnimGraph | UAnimationTransitionGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimationTransitionGraph::GetResultNode | /Engine/Source/Editor/AnimGraph/Public/AnimationTransitionGraph.h | AnimGraph | [UAnimGraphNode_TransitionResult](API\Editor\AnimGraph\UAnimGraphNode_TransitionResult) * GetResultNode() | []
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UAnimationTransitionGraph | /Engine/Source/Editor/AnimGraph/Public/AnimationTransitionGraph.h | AnimGraph | class UAnimationTransitionGraph : public [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph) | [
{
"type": "TObjectPtr< cla...",
"name": "MyResultNode",
"description": ""
}
]
|
|
UAnimationTransitionSchema::CanDuplicateGraph | /Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.h | Can this graph type be duplicated? | AnimGraph | virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const | []
|
UAnimationTransitionSchema::CreateDefaultNodesForGraph | /Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.h | Populate new graph with any default nodes | AnimGraph | virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const | []
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UAnimationTransitionSchema::DoesSupportCollapsedNodes | /Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.h | Determine if this graph supports collapsing nodes into subgraphs
True if this schema supports collapsed node subgraphs | AnimGraph | virtual bool DoesSupportCollapsedNodes() const | []
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UAnimationTransitionSchema::DoesSupportEventDispatcher | /Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.h | Determine if this graph supports event dispatcher
True if this schema supports Event Dispatcher | AnimGraph | virtual bool DoesSupportEventDispatcher() const | []
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UAnimationTransitionSchema::HandleGraphBeingDeleted | /Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.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 | []
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UAnimationTransitionSchema::GetGraphDisplayInformation | /Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.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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UAnimationTransitionSchema::ShouldAlwaysPurgeOnModification | /Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.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 | []
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UAnimationTransitionSchema::UAnimationTransitionSchema | /Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.h | AnimGraph | UAnimationTransitionSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimationTransitionSchema | /Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.h | This class is the schema for transition rule graphs in animation state machines. | AnimGraph | class UAnimationTransitionSchema : public [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2) | []
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UAnimBlueprintExtension::FindExtension | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Get an already-requested extension for an anim blueprint.
nullptr if the extension is not found. | AnimGraph | template<typename ExtensionType> static ExtensionType * FindExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint ) | []
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UAnimBlueprintExtension::ForEachExtension | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Iterate over all registered UAnimBlueprintExtensions in an anim BP | AnimGraph | static void ForEachExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) *)> InFunction ) | []
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UAnimBlueprintExtension::GetAnimBlueprint | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Get the anim blueprint that hosts this extension | AnimGraph | [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const | []
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UAnimBlueprintExtension::GetClassData | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Get the defaults that will be held on the class | AnimGraph | template<typename ClassDataType> ClassDataType & GetClassData() | []
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UAnimBlueprintExtension::GetClassDataProperty | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Get the property of the class data | AnimGraph | const [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetClassDataProperty() const | []
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UAnimBlueprintExtension::GetClassDataType | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Get the structure that will be added to any anim BP class | AnimGraph | const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetClassDataType() const | []
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UAnimBlueprintExtension::GetExtension | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Get an already-requested extension for an anim blueprint. Will assert if the extension is not found. | AnimGraph | template<typename ExtensionType> static ExtensionType * GetExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint ) | []
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UAnimBlueprintExtension::GetExtensions | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Get all subsystems currently present on an anim blueprint | AnimGraph | static [TArray](API\Runtime\Core\Containers\TArray)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) * > GetExtensions ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint ) | []
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UAnimBlueprintExtension::GetExtension | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Get an already-requested an anim blueprint extension for an anim blueprint. | AnimGraph | static [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) * GetExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) > InExtensionType ) | []
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UAnimBlueprintExtension::GetInstanceData | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Get the defaults that will be held on the instance | AnimGraph | template<typename InstanceDataType> InstanceDataType & GetInstanceData() | []
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UAnimBlueprintExtension::GetInstanceDataType | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Get the structure that will be added to any BP-derivedUAnimInstance | AnimGraph | const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetInstanceDataType() const | []
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UAnimBlueprintExtension::GetInstanceDataProperty | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Get the property of the instance data | AnimGraph | const [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetInstanceDataProperty() const | []
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UAnimBlueprintExtension::RefreshExtensions | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Refresh all extensions according to nodes present in an anim BP | AnimGraph | static void RefreshExtensions ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint ) | []
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UAnimBlueprintExtension::RequestExtension | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Request an anim blueprint extension for an anim blueprint. It is illegal to perform this operation once compilation has commenced, use GetExtension instead. | AnimGraph | template<typename ExtensionType> static ExtensionType * RequestExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint ) | []
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UAnimBlueprintExtension::RequestExtension | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Request an anim blueprint extension for an anim blueprint. It is illegal to perform this operation once compilation has commenced, use GetExtension instead. | AnimGraph | static [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) * RequestExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) > InExtensionType ) | []
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UAnimBlueprintExtension::RequestExtensionsForNode | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Request all extensions that a node needs | AnimGraph | static void RequestExtensionsForNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InAnimGraphNode ) | []
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UAnimBlueprintExtension | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension.h | Extension that allows per-system data to be held on the anim blueprint, and per-system logic to be executed during compilation | AnimGraph | class UAnimBlueprintExtension : public [UBlueprintExtension](API\Runtime\Engine\Blueprint\UBlueprintExtension) | []
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UAnimBlueprintExtension_PropertyAccess::AddCopy | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.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 | [FPropertyAccessHandle](API\Editor\UnrealEd\FPropertyAccessHandle) 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, const [FName](API\Runtime\Core\UObject\FName) & InContextId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject ) | []
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UAnimBlueprintExtension_PropertyAccess::AddCopy | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h | Deprecated* Please use AddCopy with a context ID | 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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ContextId_Automatic | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h | Try to determine the context in which this property access can safely be performed. | AnimGraph | static const [FName](API\Runtime\Core\UObject\FName) ContextId_Automatic; | []
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ContextId_Batched_WorkerThreadPreEventGraph | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h | Executed batched on the game thread before the event graph is run. | AnimGraph | static const [FName](API\Runtime\Core\UObject\FName) ContextId_Batched_WorkerThreadPreEventGraph; | []
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ContextId_Batched_WorkerThreadPostEventGraph | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h | Executed batched on the game thread after the event graph is run. | AnimGraph | static const [FName](API\Runtime\Core\UObject\FName) ContextId_Batched_WorkerThreadPostEventGraph; | []
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ContextId_Batched_GameThreadPreEventGraph | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h | Executed batched on the game thread before the event graph is run. | AnimGraph | static const [FName](API\Runtime\Core\UObject\FName) ContextId_Batched_GameThreadPreEventGraph; | []
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ContextId_Batched_GameThreadPostEventGraph | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h | Executed batched on the game thread after the event graph is run. | AnimGraph | static const [FName](API\Runtime\Core\UObject\FName) ContextId_Batched_GameThreadPostEventGraph; | []
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ContextId_UnBatched_ThreadSafe | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h | Can safely be executed on worker threads. | AnimGraph | static const [FName](API\Runtime\Core\UObject\FName) ContextId_UnBatched_ThreadSafe; | []
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UAnimBlueprintExtension_PropertyAccess::ContextRequiresCachedVariable | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h | Whether a context name requires an auto-generated variable to be cached for an access. | AnimGraph | static bool ContextRequiresCachedVariable ( [FName](API\Runtime\Core\UObject\FName) InName ) | []
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UAnimBlueprintExtension_PropertyAccess::ExpandPropertyAccess | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h | Expands a property access path to a pure chain of BP nodes. | AnimGraph | void ExpandPropertyAccess ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & InCompilerContext, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InSourcePath, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InTargetPin ) const | []
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UAnimBlueprintExtension_PropertyAccess::GetCompiledHandleContextDesc | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h | Maps a compiled handle back to a human-readable context description. | AnimGraph | static [FText](API\Runtime\Core\Internationalization\FText) GetCompiledHandleContextDesc ( [FCompiledPropertyAccessHandle](API\Editor\UnrealEd\FCompiledPropertyAccessHandle) InHandle ) | []
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UAnimBlueprintExtension_PropertyAccess::GetCompiledHandle | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h | Maps the initial copy handle to a true handle, post compilation. | AnimGraph | [FCompiledPropertyAccessHandle](API\Editor\UnrealEd\FCompiledPropertyAccessHandle) GetCompiledHandle ( [FPropertyAccessHandle](API\Editor\UnrealEd\FPropertyAccessHandle) InHandle ) const | []
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UAnimBlueprintExtension_PropertyAccess::GetCompiledHandleContext | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h | Maps a compiled handle back to a human-readable context. | AnimGraph | static [FText](API\Runtime\Core\Internationalization\FText) GetCompiledHandleContext ( [FCompiledPropertyAccessHandle](API\Editor\UnrealEd\FCompiledPropertyAccessHandle) InHandle ) | []
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UAnimBlueprintExtension_PropertyAccess::MapCopyIndex | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h | Deprecated* Please use GetCompiledHandle | AnimGraph | int32 MapCopyIndex ( int32 InIndex ) const | []
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UAnimBlueprintExtension_PropertyAccess::OnPostLibraryCompiled | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h | Delegate called when the library is compiled (whether successfully or not) | AnimGraph | FOnPostLibraryCompiled & OnPostLibraryCompiled() | []
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UAnimBlueprintExtension_PropertyAccess::OnPreLibraryCompiled | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h | Delegate called when the library is compiled (whether successfully or not) | AnimGraph | FSimpleMulticastDelegate & OnPreLibraryCompiled() | []
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UAnimBlueprintExtension_PropertyAccess | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h | AnimGraph | class UAnimBlueprintExtension_PropertyAccess : public [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) | []
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UAnimBlueprintPostCompileValidation::DoPostCompileValidation | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h | AnimGraph | virtual void DoPostCompileValidation ( [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & InParams ) const | []
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UAnimBlueprintPostCompileValidation::FPCV_GatherParams::FPCV_GatherParams | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h | Deprecated* Please use the constructor that takes anFNamefor the sync group | AnimGraph | FPCV_GatherParams &40; bool InbFilterBySyncGroup, int32 InSyncGroupIndex, bool InbFilterByLoopingCondition, bool InbLoopingCondition &41; | []
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UAnimBlueprintPostCompileValidation::FPCV_GatherParams::FPCV_GatherParams | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h | AnimGraph | FPCV_GatherParams &40; bool InbFilterBySyncGroup, FName InSyncGroupName, bool InbFilterByLoopingCondition, bool InbLoopingCondition &41; | []
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