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UAnimGraphNode_Base::AddPinSearchMetaDataInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Adds node pin data to the search metadata, override to collect more data that may be desirable to search for
AnimGraph
virtual void AddPinSearchMetaDataInfo ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const
[]
UAnimGraphNode_AssetPlayerBase
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
Helper / intermediate for asset player graphical nodes
AnimGraph
class UAnimGraphNode_AssetPlayerBase : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FString", "name": "UnloadedSkeletonName", "description": "Used for filtering in the Blueprint context menu when the sequence asset this node uses is unloaded" } ]
UAnimGraphNode_Base::AddSearchMetaDataInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Add's node data to the search metadata, override to collect more data that may be desirable to search for
AnimGraph
virtual void AddSearchMetaDataInfo ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const
[]
UAnimGraphNode_Base::AllocateDefaultPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
AnimGraph
virtual void AllocateDefaultPins()
[]
UAnimGraphNode_Base::AutowireNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Autowire a newly created node.
AnimGraph
virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )
[]
UAnimGraphNode_Base::BakeDataDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Gives each visual node a chance to update the node template before it is inserted in the compiled class.
AnimGraph
virtual void BakeDataDuringCompilation ( [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_Base::CanCreateUnderSpecifiedSchema
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Can this node be created under the specified schema.
AnimGraph
virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * DesiredSchema ) const
[]
UAnimGraphNode_Base::CanJumpToDefinition
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call)
AnimGraph
virtual bool CanJumpToDefinition() const
[]
UAnimGraphNode_AssetPlayerBase::SetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h
AnimGraph
virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
[]
UAnimGraphNode_Base::CopyNodeDataToPreviewNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Called to propagate data from the internal node to the preview in Persona.
AnimGraph
virtual void CopyNodeDataToPreviewNode ( [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InPreviewNode )
[]
UAnimGraphNode_Base::CopyPinDefaultsToNodeData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Called after editing a default value to update internal node from pin defaults. This is needed for forwarding code to propagate values to preview.
AnimGraph
virtual void CopyPinDefaultsToNodeData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )
[]
UAnimGraphNode_Base::CopyTermDefaultsToDefaultObject
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Copy this node's data during the last phase of compilation where term defaults are copied to the new CDO.
AnimGraph
void CopyTermDefaultsToDefaultObject ( [IAnimBlueprintCopyTermDefaultsContext](API\Editor\AnimGraph\IAnimBlueprintCopyTermDefaultsCo-) & InCompilationContext, [IAnimBlueprintNodeCopyTermDefaultsContext](API\Editor\AnimGraph\IAnimBlueprintNodeCopyTermDefaul-) & InPerNodeContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )
[]
UAnimGraphNode_Base::CreateCustomPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Override point to create custom pins
AnimGraph
virtual void CreateCustomPins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * OldPins )
[]
UAnimGraphNode_Base::CreateOutputPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Create any output pins necessary for this node.
AnimGraph
virtual void CreateOutputPins()
[]
UAnimGraphNode_Base::CreatePinsForPoseLink
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
This will be called when a pose link is found, and can be called with PoseProperty being either of:
AnimGraph
virtual void CreatePinsForPoseLink ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PoseProperty, int32 ArrayIndex )
[]
UAnimGraphNode_Base::CustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Can customize details tab
AnimGraph
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_Base::CustomizePinData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.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_Base::CanPlaceBreakpoints
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Returns whether this node can have breakpoints placed on it in the debugger
AnimGraph
virtual bool CanPlaceBreakpoints() const
[]
UAnimGraphNode_Base::DestroyNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Destroy the specified node
AnimGraph
virtual void DestroyNode()
[]
UAnimGraphNode_Base::DoesSupportTimeForTransitionGetter
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
BEGIN Interface to support transition getter if you return true for DoesSupportExposeTimeForTransitionGetter you should implement all below functions
AnimGraph
virtual bool DoesSupportTimeForTransitionGetter() const
[]
UAnimGraphNode_Base::Draw
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.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_Base::Draw
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Draw function called on nodes that are selected and / or have a pose watch enabled. Default implementation calls the basic draw function for selected nodes and does nothing for pose watched nodes. Nodes that should render something when a pose watch is enabled but they are not selected should override this function.
AnimGraph
virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp, const bool bIsSelected, const bool bIsPoseWatchEnabled ) const
[]
UAnimGraphNode_Base::DrawCanvas
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Canvas draw function to draw to viewport.
AnimGraph
virtual void DrawCanvas ( [FViewport](API\Runtime\Engine\FViewport) & InViewport, [FSceneView](API\Runtime\Engine\FSceneView) & View, [FCanvas](API\Runtime\Engine\FCanvas) & Canvas, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const
[]
UAnimGraphNode_Base::ExpandNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Expands a node while compiling, which may add additional nodes or delete this node
AnimGraph
virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )
[]
FOnGetOptionalPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Delegate used to to access property bindings to modify for the specified node.
AnimGraph
typedef TBaseDelegate_TwoParams< void, UAnimGraphNode_Base &42;, TArrayView< FOptionalPinFromProperty > & > FOnGetOptionalPins
[]
FOnSetPinVisibility
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Delegate used to set pin visibility.
AnimGraph
typedef TBaseDelegate_ThreeParams< void, UAnimGraphNode_Base &42;, bool, int32 > FOnSetPinVisibility
[]
UAnimGraphNode_Base::FAnimPropertyBindingWidgetArgs::FAnimPropertyBindingWidgetArgs
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
FAnimPropertyBindingWidgetArgs &40; const TArray< UAnimGraphNode_Base &42; > & InNodes, FProperty &42; InPinProperty, FName InPinName, FName InBindingName, int32 InOptionalPinIndex &41;
[]
FAnimPropertyBindingWidgetArgs
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Arguments used to construct a property binding widget.
AnimGraph
struct FAnimPropertyBindingWidgetArgs
[ { "type": "FName", "name": "BindingName", "description": "The name of the property we are binding to." }, { "type": "bool", "name": "bOnGraphNode", "description": "Whether this is for display on a graph node." }, { "type": "bool", "name": "bPropertyIsOnFNode", "description": "Whether the property is on theFAnimNode_Baseof this anim node." }, { "type": "TSharedPtr<FEx...", "name": "MenuExtender", "description": "Menu extender used to add custom entries in the binding menu." }, { "type": "TArray<UAnimGr...", "name": "Nodes", "description": "The nodes to display the binding for." }, { "type": "FOnGetOptionalP...", "name": "OnGetOptionalPins", "description": "" }, { "type": "FOnSetPinVisibi...", "name": "OnSetPinVisibility", "description": "" }, { "type": "int32", "name": "OptionalPinIndex", "description": "The optional pin index that refers to this pin." }, { "type": "FName", "name": "PinName", "description": "The name of the pin." }, { "type": "FProperty*", "name": "PinProperty", "description": "The pin property for this binding." } ]
UAnimGraphNode_Base::FindDebugAnimNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Try to find the preview node instance for this anim graph node
AnimGraph
[FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * FindDebugAnimNode ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const
[]
FOnNodePropertyChangedEvent
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Event that observers can bind to so that they are notified about changes made to this node through the property system
AnimGraph
class FOnNodePropertyChangedEvent : public TBaseMulticastDelegate_OneParam< void, FPropertyChangedEvent & >
[]
FNodeAttributeArray
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
typedef [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName), TInlineAllocator< 4 >> FNodeAttributeArray
[]
FOnNodeTitleChangedEvent
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Event that is broadcast to inform observers that the node title has changed The defaultSAnimationGraphNodeuses this to invalidate cached node title text
AnimGraph
class FOnNodeTitleChangedEvent : public TBaseMulticastDelegate_NoParams< void >
[]
FPinVisibilityChangedEvent
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Event that observers can bind to so that they are notified about changes to pin visibility.
AnimGraph
class FPinVisibilityChangedEvent : public TBaseMulticastDelegate_TwoParams< void, bool, int32 >
[]
UAnimGraphNode_Base::GetActiveInstanceNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
template<typename NodeType> NodeType * GetActiveInstanceNode ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AnimInstanceObject ) const
[]
UAnimGraphNode_Base::GetAllAnimationSequencesReferred
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.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_Base::GetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const
[]
UAnimGraphNode_Base::GetAnimBlueprint
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the animation blueprint to which this node belongs
AnimGraph
[UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const
[]
UAnimGraphNode_Base::GetAnimationAssetClass
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) > GetAnimationAssetClass() const
[]
UAnimGraphNode_Base::GetBoundFunctionsInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Gets editor information for all the bound anim node functions (category metadata string, member variable's name) Used by SAnimGraphNode to display all bound functions of an anim node.
AnimGraph
virtual void GetBoundFunctionsInfo ( [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) >> & InOutBindingsInfo )
[]
UAnimGraphNode_Base::GetDebuggedAnimNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the currently-debugged runtime anim node (in the anim BP debugger that this node is currently being edited in) nullptr if the node cannot be found
AnimGraph
[FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetDebuggedAnimNode() const
[]
UAnimGraphNode_Base::GetDebuggedAnimNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the currently-debugged runtime anim node of a specified type (in the anim BP debugger that this node is currently being edited in) nullptr if the node cannot be found
AnimGraph
template<typename TNodeType> TNodeType * GetDebuggedAnimNode() const
[]
UAnimGraphNode_Base::GetEditorMode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.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_Base::GetDocumentationLink
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Returns the link used for external documentation for the graph node
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const
[]
UAnimGraphNode_Base::GetFNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the runtime anim node that we template.
AnimGraph
[FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetFNode()
[]
UAnimGraphNode_Base::GetFNodeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Gets the animation FNode property represented by this ed graph node.
AnimGraph
[FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetFNodeProperty() const
[]
UAnimGraphNode_Base::GetFNodeType
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Gets the animation FNode type represented by this ed graph node.
AnimGraph
[UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetFNodeType() const
[]
UAnimGraphNode_Base::GetInputLinkAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the named attribute types that this node takes (absorbs) as inputs. Other attributes are assumed to 'pass through' this node.
AnimGraph
virtual void GetInputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const
[]
UAnimGraphNode_Base::GetJumpTargetForDoubleClick
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Bydefault return any animation assets we have.
AnimGraph
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const
[]
UAnimGraphNode_Base::GetLinkIDLocation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
virtual [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) GetLinkIDLocation ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * NodeType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputLinkPin )
[]
UAnimGraphNode_Base::GetMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.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_Base::GetMenuCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Override to provide a default category for specific node types to be listed under. A localized category string (or an empty string if you want this node listed at the menu's root).
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const
[]
UAnimGraphNode_Base::GetNodeAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
This function returns an arbitrary number of attributes that describe this node for analytics events
AnimGraph
virtual void GetNodeAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [TKeyValuePair](API\Runtime\Core\Templates\TKeyValuePair)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & OutNodeAttributes ) const
[]
UAnimGraphNode_Base::GetNodeCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Gets the menu category this node belongs in.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
[]
UAnimGraphNode_Base::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_Base::GetObjectBeingDebugged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
the current object being debugged from the blueprint for this node. Can be nullptr.
AnimGraph
[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectBeingDebugged() const
[]
UAnimGraphNode_Base::GetOutputLinkAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.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_Base::GetOnScreenDebugInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Function to collect strings from nodes to display in the viewport. Use this rather than DrawCanvas when adding general text to the viewport.
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_Base::GetPinAssociatedProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the property (and possibly array index) associated with the supplied pin
AnimGraph
virtual void GetPinAssociatedProperty ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * NodeType, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty, int32 & OutIndex ) const
[]
UAnimGraphNode_Base::GetPinBindingInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the pin binding info for the supplied pin false if the pin cannot be bound
AnimGraph
virtual bool GetPinBindingInfo ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) & OutBindingName, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutPinProperty, int32 & OutOptionalPinIndex ) const
[]
UAnimGraphNode_Base::GetPinHoverText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Fetch the hover text for a pin when the graph is being edited.
AnimGraph
virtual void GetPinHoverText ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [FString](API\Runtime\Core\Containers\FString) & HoverTextOut ) const
[]
UAnimGraphNode_Base::GetPinMetaData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Return the requested metadata for the pin if there is any
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetPinMetaData ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) InKey )
[]
UAnimGraphNode_Base::GetPinProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the property corresponding to a pin. For array element pins returns the outer array property. Returns null if a property cannot be found.
AnimGraph
[FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPinProperty ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const
[]
UAnimGraphNode_Base::GetPinProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the property corresponding to a pin. For array element pins returns the outer array property. Returns null if a property cannot be found.
AnimGraph
virtual [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPinProperty ( [FName](API\Runtime\Core\UObject\FName) InPinName ) const
[]
UAnimGraphNode_Base::GetProxyNodeForAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Some anim graph nodes can act as proxies to outer nodes (e.g. sink nodes in nested graphs). Returning that outer node here allows attribute visualization to be forwarded to the inner node from the outer. the proxy for attribute display
AnimGraph
virtual const [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * GetProxyNodeForAttributes() const
[]
UAnimGraphNode_Base::GetRequiredExtensions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the extension types that this node type holds on the anim blueprint. Some extension types are always requested by the system.
AnimGraph
virtual void GetRequiredExtensions ( [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) >> & OutExtensions ) const
[]
UAnimGraphNode_Base::GetTag
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Get the tag for this node, if any.
AnimGraph
[FName](API\Runtime\Core\UObject\FName) GetTag() const
[]
UAnimGraphNode_Base::GetTimePropertyName
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
virtual const TCHAR * GetTimePropertyName() const
[]
UAnimGraphNode_Base::GetTimePropertyStruct
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetTimePropertyStruct() const
[]
UAnimGraphNode_Base::HandleAnimReferenceReplacement
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Helper function for ReplaceReferredAnimations.
AnimGraph
template<class AssetType> void HandleAnimReferenceReplacement ( AssetType *& OriginalAsset, const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap )
[]
UAnimGraphNode_Base::HandleAnimReferenceCollection
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Helper function for GetAllAnimationSequencesReferred.
AnimGraph
void HandleAnimReferenceCollection ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimAsset, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimationAssets ) const
[]
UAnimGraphNode_Base::HandleAnimReferenceReplacement
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Helper function for ReplaceReferredAnimations.
AnimGraph
template<class AssetType> void HandleAnimReferenceReplacement ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< AssetType > & OriginalAsset, const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap )
[]
UAnimGraphNode_Base::HandleVariableRenamed
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Handle when a variable is renamed in the Blueprint Palette
AnimGraph
virtual void HandleVariableRenamed ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InVariableClass, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, const [FName](API\Runtime\Core\UObject\FName) & InOldVarName, const [FName](API\Runtime\Core\UObject\FName) & InNewVarName )
[]
UAnimGraphNode_Base::HasBinding
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Check whether the specified property is bound via PropertyBindings.
AnimGraph
virtual bool HasBinding ( [FName](API\Runtime\Core\UObject\FName) InPropertyName ) const
[]
UAnimGraphNode_Base::InternalPinCreation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Allocates or reallocates pins.
AnimGraph
void InternalPinCreation ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * OldPins )
[]
UAnimGraphNode_Base::IsPinBindable
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Check whether the named pin is bindable.
AnimGraph
virtual bool IsPinBindable ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const
[]
UAnimGraphNode_Base::IsPinExposedAndBound
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
UEdGraphNode::FindPin
AnimGraph
bool IsPinExposedAndBound ( const [FString](API\Runtime\Core\Containers\FString) & InPinName, const EEdGraphPinDirection InDirection ) const
[]
UAnimGraphNode_Base::IsPinExposedAndLinked
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
UEdGraphNode::FindPin
AnimGraph
bool IsPinExposedAndLinked ( const [FString](API\Runtime\Core\Containers\FString) & InPinName, const EEdGraphPinDirection Direction ) const
[]
UAnimGraphNode_Base::IsPinUnlinkedUnboundAndUnset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
UEdGraphNode::FindPin
AnimGraph
bool IsPinUnlinkedUnboundAndUnset ( const [FString](API\Runtime\Core\Containers\FString) & InPinName, const EEdGraphPinDirection InDirection ) const
[]
UAnimGraphNode_Base::IsPoseWatchable
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Whether or not you can add a pose watch on this node.
AnimGraph
virtual bool IsPoseWatchable() const
[]
UAnimGraphNode_Base::IsPotentiallyBoundFunction
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Check if a specified function reference appears to be valid by inspecting only the validity of the name and guid.
AnimGraph
static bool IsPotentiallyBoundFunction ( const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & FunctionReference )
[]
UAnimGraphNode_Base::IsSinkNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Is this node a sink that has no pose outputs?
AnimGraph
virtual bool IsSinkNode() const
[]
UAnimGraphNode_Base::MakePropertyBindingWidget
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Make a property binding widget to edit the bindings of the passed-in nodes.
AnimGraph
static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakePropertyBindingWidget ( const [FAnimPropertyBindingWidgetArgs](API\Editor\AnimGraph\UAnimGraphNode_Base\FAnimPropertyBindingWidgetArgs) & InArgs )
[]
UAnimGraphNode_Base::JumpToDefinition
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true)
AnimGraph
virtual void JumpToDefinition() const
[]
UAnimGraphNode_Base::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
AnimGraph
virtual bool NodeCausesStructuralBlueprintChange() const
[]
UAnimGraphNode_Base::OnCopyTermDefaultsToDefaultObject
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Override point for CopyTermDefaultsToDefaultObject Copy this node's data during the last phase of compilation where term defaults are copied to the new CDO
AnimGraph
virtual void OnCopyTermDefaultsToDefaultObject ( [IAnimBlueprintCopyTermDefaultsContext](API\Editor\AnimGraph\IAnimBlueprintCopyTermDefaultsCo-) & InCompilationContext, [IAnimBlueprintNodeCopyTermDefaultsContext](API\Editor\AnimGraph\IAnimBlueprintNodeCopyTermDefaul-) & InPerNodeContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )
[]
UAnimGraphNode_Base::OnNodePropertyChanged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
[FOnNodePropertyChangedEvent](API\Editor\AnimGraph\UAnimGraphNode_Base\FOnNodePropertyChangedEvent) & OnNodePropertyChanged()
[]
UAnimGraphNode_Base::OnNodeSelected
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Selection notification callback. If a node needs to handle viewport input etc. then it should push an editor mode here.
AnimGraph
virtual void OnNodeSelected ( bool bInIsSelected, class [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) & InModeTools, struct [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )
[]
UAnimGraphNode_Base::OnNodeTitleChangedEvent
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
[FOnNodeTitleChangedEvent](API\Editor\AnimGraph\UAnimGraphNode_Base\FOnNodeTitleChangedEvent) & OnNodeTitleChangedEvent()
[]
UAnimGraphNode_Base::OnOverrideAssets
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Override point for OverrideAssets.
AnimGraph
virtual void OnOverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const
[]
UAnimGraphNode_Base::OnPinVisibilityChanged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
AnimGraph
[FPinVisibilityChangedEvent](API\Editor\AnimGraph\UAnimGraphNode_Base\FPinVisibilityChangedEvent) & OnPinVisibilityChanged()
[]
UAnimGraphNode_Base::OnPoseWatchChanged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Pose Watch change notification callback. Should be called every time a pose watch on this node is created or destroyed.
AnimGraph
virtual void OnPoseWatchChanged ( const bool IsPoseWatchEnabled, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< class [UPoseWatch](API\Runtime\Engine\Engine\UPoseWatch) > InPoseWatch, [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) & InModeTools, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )
[]
UAnimGraphNode_Base::OnProcessDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Process this node's data during compilation (override point)
AnimGraph
virtual void OnProcessDuringCompilation ( [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )
[]
UAnimGraphNode_Base::OverrideAssets
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Called to override the assets held on a runtime anim node. Implements per-node logic for child anim blueprints.
AnimGraph
void OverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const
[]
UAnimGraphNode_Base::PinConnectionListChanged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Called when the connection list of one of the pins of this node is changed in the editor
AnimGraph
virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UAnimGraphNode_Base::PinDefaultValueChanged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.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_Base::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Called when a property on this object has been modified externally
AnimGraph
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimGraphNode_Base::PostEditRefreshDebuggedComponent
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Refreshes the debugged component post-edit. This is required to see changes as the component may be either an editor-only component that is not ticking, or in a paused PIE world
AnimGraph
void PostEditRefreshDebuggedComponent()
[]
UAnimGraphNode_Base::PostEditUndo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Called after applying a transaction to the object. Default implementation simply calls PostEditChange.
AnimGraph
virtual void PostEditUndo()
[]
UAnimGraphNode_Base::PostPasteNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
AnimGraph
virtual void PostPasteNode()
[]
UAnimGraphNode_Base::PostPlacedNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h
A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...
AnimGraph
virtual void PostPlacedNewNode()
[]