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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 )
[]
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
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
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()
[]
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()
[]
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
[]
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
[]
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
[]
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 )
[]
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 )
[]
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 )
[]
UAnimationGraphSchema::UAnimationGraphSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h
AnimGraph
UAnimationGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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()
[]
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
[]
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
[]
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
[]
UAnimationStateGraphSchema::UAnimationStateGraphSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationStateGraphSchema.h
AnimGraph
UAnimationStateGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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
[]
UAnimationStateGraphSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationStateGraphSchema.h
AnimGraph
class UAnimationStateGraphSchema : public [UAnimationGraphSchema](API\Editor\AnimGraph\UAnimationGraphSchema)
[]
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 )
[]
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
[]
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
[]
UAnimationStateGraph::UAnimationStateGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationStateGraph.h
AnimGraph
UAnimationStateGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
PC_Exec
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
AnimGraph
static const [FName](API\Runtime\Core\UObject\FName) PC_Exec;
[]
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
[]
UAnimationStateMachineSchema::UAnimationStateMachineSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
AnimGraph
UAnimationStateMachineSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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
[]
UAnimationStateMachineSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
AnimGraph
class UAnimationStateMachineSchema : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)
[]
UAnimationTransitionGraph::UAnimationTransitionGraph
/Engine/Source/Editor/AnimGraph/Public/AnimationTransitionGraph.h
AnimGraph
UAnimationTransitionGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimationTransitionGraph::GetResultNode
/Engine/Source/Editor/AnimGraph/Public/AnimationTransitionGraph.h
AnimGraph
[UAnimGraphNode_TransitionResult](API\Editor\AnimGraph\UAnimGraphNode_TransitionResult) * GetResultNode()
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
UAnimationTransitionSchema::UAnimationTransitionSchema
/Engine/Source/Editor/AnimGraph/Public/AnimationTransitionSchema.h
AnimGraph
UAnimationTransitionSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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)
[]
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 )
[]
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 )
[]
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
[]
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()
[]
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
[]
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
[]
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 )
[]
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 )
[]
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 )
[]
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()
[]
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
[]
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
[]
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 )
[]
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;
[]
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;
[]
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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