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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() | []
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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 | []
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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 | []
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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 | []
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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 | []
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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 | []
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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() | []
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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 | []
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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 | []
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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 | []
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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 | []
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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 ) | []
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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 | []
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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 | []
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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 | []
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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 | []
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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 | []
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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 | []
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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 | []
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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 | []
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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 | []
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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 | []
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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 ) | []
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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 | []
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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 | []
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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 | []
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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 | []
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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 | []
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UAnimGraphNode_Base::GetTimePropertyName | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | AnimGraph | virtual const TCHAR * GetTimePropertyName() const | []
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UAnimGraphNode_Base::GetTimePropertyStruct | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | AnimGraph | virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetTimePropertyStruct() const | []
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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 ) | []
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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 ) | []
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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 ) | []
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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 | []
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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 ) | []
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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 | []
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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 | []
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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 | []
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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 | []
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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 | []
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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 ) | []
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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 | []
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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 ) | []
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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 | []
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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 | []
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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 ) | []
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UAnimGraphNode_Base::OnNodePropertyChanged | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | AnimGraph | [FOnNodePropertyChangedEvent](API\Editor\AnimGraph\UAnimGraphNode_Base\FOnNodePropertyChangedEvent) & OnNodePropertyChanged() | []
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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 ) | []
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UAnimGraphNode_Base::OnNodeTitleChangedEvent | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | AnimGraph | [FOnNodeTitleChangedEvent](API\Editor\AnimGraph\UAnimGraphNode_Base\FOnNodeTitleChangedEvent) & OnNodeTitleChangedEvent() | []
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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 | []
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UAnimGraphNode_Base::OnPinVisibilityChanged | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h | AnimGraph | [FPinVisibilityChangedEvent](API\Editor\AnimGraph\UAnimGraphNode_Base\FPinVisibilityChangedEvent) & OnPinVisibilityChanged() | []
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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 ) | []
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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 ) | []
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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 | []
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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 ) | []
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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 ) | []
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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 ) | []
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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() | []
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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() | []
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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() | []
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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() | []
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