className
stringlengths
1
167
headerPath
stringlengths
14
166
description
stringlengths
0
1.62k
module
stringlengths
3
36
code
stringlengths
0
11.4k
variables
listlengths
0
395
FPCV_GatherParams
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
struct FPCV_GatherParams
[ { "type": "bool", "name": "bFilterByLoopingCondition", "description": "" }, { "type": "bool", "name": "bFilterBySyncGroup", "description": "" }, { "type": "bool", "name": "bLoopingCondition", "description": "" }, { "type": "FName", "name": "SyncGroupName", "description": "" } ]
UAnimBlueprintPostCompileValidation::FPCV_PropertyAndValue::FPCV_PropertyAndValue
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
FPCV_PropertyAndValue &40; const FProperty &42; InProperty, const void &42; InValue &41;
[]
UAnimBlueprintPostCompileValidation::FPCV_ReferencedAnimSequence::FPCV_ReferencedAnimSequence
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
FPCV_ReferencedAnimSequence &40; const UAnimSequence &42; InAnimSequence, const UObject &42; InReferencer &41;
[]
FPCV_PropertyAndValue
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
struct FPCV_PropertyAndValue
[ { "type": "constFProperty...", "name": "Property", "description": "" }, { "type": "const void *...", "name": "Value", "description": "" } ]
FPCV_ReferencedAnimSequence
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
struct FPCV_ReferencedAnimSequence
[ { "type": "constUAnimSequ...", "name": "AnimSequence", "description": "" }, { "type": "constUObject&...", "name": "Referencer", "description": "" } ]
UAnimBlueprintPostCompileValidation::PCV_GatherAllReferencedAnimSequences
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
static void PCV_GatherAllReferencedAnimSequences ( [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_ReferencedAnimSequence](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_ReferencedA-) > & OutRefAnimSequences, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params )
[]
UAnimBlueprintPostCompileValidation::PCV_GatherAnimSequencesFromGraph
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
static void PCV_GatherAnimSequencesFromGraph ( [TArray](API\Runtime\Core\Containers\TArray)< const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & OutAnimSequences, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params, const [FPCV_GatherParams](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_GatherParams) & GatherParams )
[]
UAnimBlueprintPostCompileValidation::PCV_GatherAnimSequencesFromStruct
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
static void PCV_GatherAnimSequencesFromStruct ( [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_ReferencedAnimSequence](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_ReferencedA-) > & OutRefAnimSequences, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct, const void * InData, [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_PropertyAndValue](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_PropertyAndValue) > InPropertyCallChain )
[]
UAnimBlueprintPostCompileValidation::PCV_GatherAnimSequencesFromProperty
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
static void PCV_GatherAnimSequencesFromProperty ( [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_ReferencedAnimSequence](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_ReferencedA-) > & OutRefAnimSequences, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty, const void * InData, [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_PropertyAndValue](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_PropertyAndValue) > InPropertyCallChain )
[]
UAnimBlueprintPostCompileValidation::PCV_GatherAnimSequences
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
static void PCV_GatherAnimSequences ( [TArray](API\Runtime\Core\Containers\TArray)< const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & OutAnimSequences, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) *const InAnimSequenceBase )
[]
UAnimBlueprintPostCompileValidation::PCV_GatherAnimSequences
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
static void PCV_GatherAnimSequences ( [TArray](API\Runtime\Core\Containers\TArray)< const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & OutAnimSequences, const class [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) *const InBlendSpace )
[]
UAnimBlueprintPostCompileValidation::PCV_GatherBlendSpacesFromGraph
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
static void PCV_GatherBlendSpacesFromGraph ( [TArray](API\Runtime\Core\Containers\TArray)< const class [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * > & OutBlendSpaces, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params )
[]
UAnimBlueprintPostCompileValidation::PCV_PreloadObject
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
static void PCV_PreloadObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) *const ReferencedObject )
[]
UAnimBlueprintPostCompileValidation
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
This class is a base class for performing AnimBlueprint Post Compilation Validation.
AnimGraph
class UAnimBlueprintPostCompileValidation : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UAnimBlueprintPostCompileValidation::UAnimBlueprintPostCompileValidation
/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintPostCompileValidation.h
AnimGraph
UAnimBlueprintPostCompileValidation ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphAttributes::FindAttributeDesc
/Engine/Source/Editor/AnimGraph/Public/AnimGraphAttributes.h
Get a previously registered attribute desc nullptr if no desc is registered with the specified name
AnimGraph
const [FAnimGraphAttributeDesc](API\Editor\AnimGraph\FAnimGraphAttributeDesc) * FindAttributeDesc ( [FName](API\Runtime\Core\UObject\FName) InName ) const
[]
UAnimGraphAttributes::ForEachAttribute
/Engine/Source/Editor/AnimGraph/Public/AnimGraphAttributes.h
Iterate over all attributes that are registered
AnimGraph
void ForEachAttribute ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FAnimGraphAttributeDesc](API\Editor\AnimGraph\FAnimGraphAttributeDesc) &)> InFunction ) const
[]
UAnimGraphAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphAttributes.h
AnimGraph
class UAnimGraphAttributes : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UAnimGraphAttributes::Register
/Engine/Source/Editor/AnimGraph/Public/AnimGraphAttributes.h
Register an anim graph attribute.
AnimGraph
void Register ( const [FAnimGraphAttributeDesc](API\Editor\AnimGraph\FAnimGraphAttributeDesc) & InDesc )
[]
UAnimGraphNode_AimOffsetLookAt::CustomizePinData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
Customize pin data based on the input
AnimGraph
virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const
[]
UAnimGraphNodeCustomizationInterface
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNodeCustomizationInterface.h
AnimGraph
class UAnimGraphNodeCustomizationInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
[]
UAnimGraphNode_AimOffsetLookAt::GetAllAnimationSequencesReferred
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
Populate the supplied arrays with the currently reffered to animation assets.
AnimGraph
virtual void GetAllAnimationSequencesReferred ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssets ) const
[]
UAnimGraphNode_AimOffsetLookAt::GetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
AnimGraph
virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const
[]
UAnimGraphNode_AimOffsetLookAt::GetMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.
AnimGraph
virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const
[]
UAnimGraphNode_AimOffsetLookAt::GetNodeContextMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
Gets a list of actions that can be done to this particular node
AnimGraph
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UAnimGraphNode_AimOffsetLookAt::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
Gets the name of this node, shown in title bar
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UAnimGraphNode_AimOffsetLookAt::GetSignature
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.). A signature struct, discerning this node from others.
AnimGraph
virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const
[]
UAnimGraphNode_AimOffsetLookAt::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_AimOffsetLookAt::ReplaceReferredAnimations
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
Replace references to animations that exist in the supplied maps.
AnimGraph
virtual void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap )
[]
UAnimGraphNode_AimOffsetLookAt::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
AnimGraph
virtual void ValidateAnimNodeDuringCompilation ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_AimOffsetLookAt::SetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
AnimGraph
virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
[]
UAnimGraphNode_AimOffsetLookAt::UAnimGraphNode_AimOffsetLookAt
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
AnimGraph
UAnimGraphNode_AimOffsetLookAt ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_AimOffsetLookAt
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AimOffsetLookAt.h
AnimGraph
class UAnimGraphNode_AimOffsetLookAt : public [UAnimGraphNode_BlendSpaceBase](API\Editor\AnimGraph\UAnimGraphNode_BlendSpaceBase)
[ { "type": "FAnimNode_AimOf...", "name": "Node", "description": "" } ]
UAnimGraphNode_AnimDynamics::CustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
Can customize details tab
AnimGraph
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_AnimDynamics::BodyDefinitionUINameString
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
[FText](API\Runtime\Core\Internationalization\FText) BodyDefinitionUINameString ( const uint32 BodyIndex ) const
[]
UAnimGraphNode_AnimDynamics::DrawAngularLimits
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
void DrawAngularLimits ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, FTransform JointTransform, const [FAnimNode_AnimDynamics](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_AnimDynamics) & NodeToVisualize ) const
[]
UAnimGraphNode_AnimDynamics::DrawLinearLimits
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
void DrawLinearLimits ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, FTransform ShapeTransform, const [FAnimNode_AnimDynamics](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_AnimDynamics) & NodeToVisualise ) const
[]
UAnimGraphNode_AnimDynamics::GetControllerDescription
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
Returns the short descriptive name of the controller.
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
[]
UAnimGraphNode_AnimDynamics::GetNodeCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
Gets the menu category this node belongs in.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
[]
UAnimGraphNode_AnimDynamics::GetEditorMode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
Override this function to push an editor mode when this node is selected the editor mode to use when this node is selected
AnimGraph
virtual FEditorModeID GetEditorMode() const
[]
UAnimGraphNode_AnimDynamics::GetNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
UAnimGraphNode_AnimDynamics::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
UEdGraphNode_Base.
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UAnimGraphNode_AnimDynamics::GetOnScreenDebugInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
UAnimGraphNode_SkeletalControlBase.
AnimGraph
virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & DebugInfo, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * RuntimeAnimNode, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const
[]
UAnimGraphNode_AnimDynamics::GetPreviewDynamicsNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
[FAnimNode_AnimDynamics](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_AnimDynamics) * GetPreviewDynamicsNode() const
[]
UAnimGraphNode_AnimDynamics::GetSkeleton
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
[USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton() const
[]
UAnimGraphNode_AnimDynamics::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_AnimDynamics::IsPreviewLiveActive
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
bool IsPreviewLiveActive() const
[]
UAnimGraphNode_AnimDynamics::OnPhysicsBodyDefCustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
UI callbacks for customising the physics bodies array in the details panel.
AnimGraph
void OnPhysicsBodyDefCustomizeDetails ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > ElementProperty, int32 ElementIndex, [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildrenBuilder, [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailLayout )
[]
UAnimGraphNode_AnimDynamics::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
Called when a property on this object has been modified externally
AnimGraph
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimGraphNode_AnimDynamics::PostLoad
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.
AnimGraph
virtual void PostLoad()
[]
UAnimGraphNode_AnimDynamics::ResetButtonClicked
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
static [FReply](API\Runtime\SlateCore\Input\FReply) ResetButtonClicked ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailLayoutBuilder )
[]
UAnimGraphNode_AnimDynamics::ResetSim
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
void ResetSim()
[]
UAnimGraphNode_AnimDynamics::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
UObject.
AnimGraph
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAnimGraphNode_AnimDynamics::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
UAnimGraphNode_Base.
AnimGraph
virtual void ValidateAnimNodeDuringCompilation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_AnimDynamics
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AnimDynamics.h
AnimGraph
class UAnimGraphNode_AnimDynamics : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "bool", "name": "bPreviewLive", "description": "Preview the live physics object on the mesh" }, { "type": "bool", "name": "bShowAngularLimits", "description": "Show angular limit ranges in the viewport" }, { "type": "bool", "name": "bShowCollisionSpheres", "description": "If planar limits are enabled and the collision mode isn't CoM, draw sphere collision sizes" }, { "type": "bool", "name": "bShowLinearLimits", "description": "Show linear (prismatic) limits in the viewport" }, { "type": "bool", "name": "bShowPlanarLimit", "description": "Show planar limit info (actual plane, plane normal) in the viewport" }, { "type": "bool", "name": "bShowSphericalLimit", "description": "Show spherical limits in the viewport (preview live only)" }, { "type": "FAnimNode_AnimD...", "name": "Node", "description": "" } ]
UAnimGraphNode_ApplyAdditive::CustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
Can customize details tab
AnimGraph
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_ApplyAdditive::CustomizePinData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
Customize pin data based on the input
AnimGraph
virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const
[]
UAnimGraphNode_ApplyAdditive::GetNodeCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
Gets the menu category this node belongs in.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
[]
UAnimGraphNode_ApplyAdditive::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
Gets the name of this node, shown in title bar
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UAnimGraphNode_ApplyAdditive::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_ApplyAdditive::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_ApplyAdditive::UAnimGraphNode_ApplyAdditive
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
AnimGraph
UAnimGraphNode_ApplyAdditive ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_ApplyAdditive::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
Called when a property on this object has been modified externally
AnimGraph
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimGraphNode_ApplyAdditive::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
AnimGraph
virtual void ValidateAnimNodeDuringCompilation ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_ApplyAdditive
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyAdditive.h
AnimGraph
class UAnimGraphNode_ApplyAdditive : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FAnimNode_Apply...", "name": "Node", "description": "" } ]
UAnimGraphNode_ApplyLimits::Draw
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.h
Draw function for supporting visualization.
AnimGraph
virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const
[]
UAnimGraphNode_ApplyLimits::DrawAngularLimits
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.h
AnimGraph
void DrawAngularLimits ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelMeshComp, const [FAnimNode_ApplyLimits](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ApplyLimits) & NodeToVisualize ) const
[]
UAnimGraphNode_ApplyLimits::GetControllerDescription
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.h
Returns the short descriptive name of the controller.
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
[]
UAnimGraphNode_ApplyLimits::GetNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.h
AnimGraph
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
UAnimGraphNode_ApplyLimits::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.h
Gets the name of this node, shown in title bar
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UAnimGraphNode_ApplyLimits::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_ApplyLimits::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.h
Called when a property on this object has been modified externally
AnimGraph
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimGraphNode_ApplyLimits::UAnimGraphNode_ApplyLimits
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.h
AnimGraph
UAnimGraphNode_ApplyLimits ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_ApplyLimits
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyLimits.h
AnimGraph
class UAnimGraphNode_ApplyLimits : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "FAnimNode_Apply...", "name": "Node", "description": "" } ]
UAnimGraphNode_ApplyMeshSpaceAdditive::CustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.h
Can customize details tab
AnimGraph
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_ApplyMeshSpaceAdditive::CustomizePinData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.h
Customize pin data based on the input
AnimGraph
virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const
[]
UAnimGraphNode_ApplyMeshSpaceAdditive::GetNodeCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.h
Gets the menu category this node belongs in.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
[]
UAnimGraphNode_ApplyMeshSpaceAdditive::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_ApplyMeshSpaceAdditive::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.h
Gets the name of this node, shown in title bar
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UAnimGraphNode_ApplyMeshSpaceAdditive::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_ApplyMeshSpaceAdditive::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.h
Called when a property on this object has been modified externally
AnimGraph
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimGraphNode_ApplyMeshSpaceAdditive::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.h
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
AnimGraph
virtual void ValidateAnimNodeDuringCompilation ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_ApplyMeshSpaceAdditive::UAnimGraphNode_ApplyMeshSpaceAdditive
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.h
AnimGraph
UAnimGraphNode_ApplyMeshSpaceAdditive ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_ApplyMeshSpaceAdditive
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ApplyMeshSpaceAdditive.h
AnimGraph
class UAnimGraphNode_ApplyMeshSpaceAdditive : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FAnimNode_Apply...", "name": "Node", "description": "" } ]
UAnimGraphNode_AssetPlayerBase::CopySettingsFromAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Override this to copy any relevant settings from the animation asset used when creating a node with a drag/drop operation.
AnimGraph
virtual void CopySettingsFromAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
[]
UAnimGraphNode_AssetPlayerBase::GetMenuActionsHelper
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Helper function to gather menu actions from specific asset types supported by this node.
AnimGraph
static void GetMenuActionsHelper ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & InActionRegistrar, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) > InNodeClass, const [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & InAssetTypes, const [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & InExcludedAssetTypes, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [FText](API\Runtime\Core\Internationalization\FText)(const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) &, [UClass](API\Runtime\CoreUObject\UObject\UClass) *)> & InMenuNameFunction, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [FText](API\Runtime\Core\Internationalization\FText)(const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) &, [UClass](API\Runtime\CoreUObject\UObject\UClass) *)> & InMenuTooltipFunction, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, bool, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData))> & InSetupNewNodeFromAssetFunction, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, bool, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >)> & InSetupNewNodeFromClassFunction, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FText](API\Runtime\Core\Internationalization\FText)(const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) &)> & InMenuCategoryFunction )
[]
UAnimGraphNode_AssetPlayerBase::GetNodeTitleHelper
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Helper functions to build a title for an asset player node.
AnimGraph
[FText](API\Runtime\Core\Internationalization\FText) GetNodeTitleHelper ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) InTitleType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InAssetPin, const [FText](API\Runtime\Core\Internationalization\FText) & InAssetDesc, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FText](API\Runtime\Core\Internationalization\FText)([UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *)> InPostFixFunctionRef ) const
[]
UAnimGraphNode_AssetPlayerBase::GetNodeTitleForAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
AnimGraph
[FText](API\Runtime\Core\Internationalization\FText) GetNodeTitleForAsset ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) InTitleType, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAsset, const [FText](API\Runtime\Core\Internationalization\FText) & InAssetDesc, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FText](API\Runtime\Core\Internationalization\FText)([UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *)> InPostFixFunctionRef ) const
[]
UAnimGraphNode_AssetPlayerBase::GetOutputLinkAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.
AnimGraph
virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const
[]
UAnimGraphNode_AssetPlayerBase::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_AssetPlayerBase::IsActionFilteredOut
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
UK2Nodeinterface
AnimGraph
virtual bool IsActionFilteredOut ( class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )
[]
UAnimGraphNode_AssetPlayerBase::OnProcessDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
UAnimGraphNode_Baseinterface
AnimGraph
virtual void OnProcessDuringCompilation ( [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )
[]
UAnimGraphNode_AssetPlayerBase::PinConnectionListChanged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
UEdGraphNodeinterface
AnimGraph
virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UAnimGraphNode_AssetPlayerBase::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Called when a property on this object has been modified externally
AnimGraph
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimGraphNode_AssetPlayerBase::PinDefaultValueChanged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Called when the DefaultValue of one of the pins of this node is changed in the editor
AnimGraph
virtual void PinDefaultValueChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UAnimGraphNode_AssetPlayerBase::PreloadRequiredAssetsHelper
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Helper function to preload required assets (including those referenced on pins)
AnimGraph
void PreloadRequiredAssetsHelper ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAsset, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InExposedPin )
[]
UAnimGraphNode_AssetPlayerBase::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
UObjectinterface
AnimGraph
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAnimGraphNode_AssetPlayerBase::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
AnimGraph
virtual void ValidateAnimNodeDuringCompilation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_AssetPlayerBase::SetupNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Default setup function that can be used with GetMenuActionsHalper.
AnimGraph
static void SetupNewNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNewNode, bool bInIsTemplateNode, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) InAssetData )
[]
UAnimGraphNode_AssetPlayerBase::ValidateAnimNodeDuringCompilationHelper
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Helper function to validate player nodes.
AnimGraph
void ValidateAnimNodeDuringCompilationHelper ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAsset, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) > InAssetType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InExposedPin, [FName](API\Runtime\Core\UObject\FName) InPropertyName )
[]