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UAnimGraphNode_LegIK::UAnimGraphNode_LegIK | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LegIK.h | AnimGraph | UAnimGraphNode_LegIK ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_LinkedAnimGraph::GetCustomPropertyNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h | BeginUAnimGraphNode_CustomProperty. | AnimGraph | virtual [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode() | []
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UAnimGraphNode_LinkedAnimGraph::GetCustomPropertyNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h | AnimGraph | virtual const [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode() const | []
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UAnimGraphNode_LinkedAnimGraph::GetExternalGraphs | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h | Get external graphs to display for this node. | AnimGraph | virtual [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GetExternalGraphs() const | []
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UAnimGraphNode_LinkedAnimGraph::GetLinkedAnimGraphNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h | BeginUAnimGraphNode_LinkedAnimGraphBase. | AnimGraph | virtual [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode() | []
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UAnimGraphNode_LinkedAnimGraph::GetLinkedAnimGraphNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h | AnimGraph | virtual const [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode() const | []
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UAnimGraphNode_LinkedAnimGraph::IsActionFilteredOut | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h | Determine if the node of this type should be filtered in the actions menu | AnimGraph | virtual bool IsActionFilteredOut ( class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter ) | []
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UAnimGraphNode_LinkedAnimGraph::GetMenuActions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h | BeginUK2Node. | AnimGraph | virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const | []
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UAnimGraphNode_LinkedAnimGraph::PostPasteNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h | BeginUEdGraphNode. | AnimGraph | virtual void PostPasteNode() | []
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UAnimGraphNode_LinkedAnimGraph | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h | AnimGraph | class UAnimGraphNode_LinkedAnimGraph : public [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-), public [IK2Node_ExternalGraphInterface](API\Editor\BlueprintGraph\IK2Node_ExternalGraphInterface) | [
{
"type": "FAnimNode_Linke...",
"name": "Node",
"description": ""
}
]
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|
UAnimGraphNode_LinkedAnimGraph::Serialize | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h | BeginUObject. | AnimGraph | virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) | []
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UAnimGraphNode_LinkedAnimGraphBase::AllocatePoseLinks | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Called pre-compilation to allocate pose links. | AnimGraph | void AllocatePoseLinks() | []
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UAnimGraphNode_LinkedAnimGraphBase::CreateOutputPins | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Create any output pins necessary for this node. | AnimGraph | virtual void CreateOutputPins() | []
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UAnimGraphNode_LinkedAnimGraphBase::CustomizeDetails | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Can customize details tab | AnimGraph | virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder ) | []
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UAnimGraphNode_LinkedAnimGraphBase::GenerateExposedPinsDetails | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Generates widgets for exposing/hiding Pins for this node using the provided detail builder | AnimGraph | void GenerateExposedPinsDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder ) | []
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UAnimGraphNode_LinkedAnimGraphBase::GetCurrentInstanceBlueprintPath | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Gets path to the currently selected instance class' blueprint. | AnimGraph | virtual [FString](API\Runtime\Core\Containers\FString) GetCurrentInstanceBlueprintPath() const | []
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UAnimGraphNode_LinkedAnimGraphBase::GetDefaultNodeTitleColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | AnimGraph | virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetDefaultNodeTitleColor() const | []
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UAnimGraphNode_LinkedAnimGraphBase::GetEventNodeAction | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | AnimGraph | virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetEventNodeAction ( const [FText](API\Runtime\Core\Internationalization\FText) & ActionCategory ) | []
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UAnimGraphNode_LinkedAnimGraphBase::GetIconAndTint | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Icon to use in menu or on node | AnimGraph | virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const | []
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UAnimGraphNode_LinkedAnimGraphBase::GetLinkedAnimGraphNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Node accessor. | AnimGraph | virtual [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode() | []
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UAnimGraphNode_LinkedAnimGraphBase::GetLinkedAnimGraphNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | AnimGraph | virtual const [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode() const | []
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UAnimGraphNode_LinkedAnimGraphBase::GetLinkIDLocation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | AnimGraph | virtual [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) GetLinkIDLocation ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * NodeType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin ) | []
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UAnimGraphNode_LinkedAnimGraphBase::GetMenuCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.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 | []
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UAnimGraphNode_LinkedAnimGraphBase::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.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 | []
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UAnimGraphNode_LinkedAnimGraphBase::GetNodeTitleColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.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_LinkedAnimGraphBase::GetOutputLinkAttributes | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.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_LinkedAnimGraphBase::GetRequiredExtensions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.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_LinkedAnimGraphBase::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Gets the tooltip to display when over the node | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const | []
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UAnimGraphNode_LinkedAnimGraphBase::HandleFunctionReferenceChanged | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Handler for when the function reference gets re-resolved on node reconstruction. | AnimGraph | virtual void HandleFunctionReferenceChanged ( [FName](API\Runtime\Core\UObject\FName) InNewName ) | []
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UAnimGraphNode_LinkedAnimGraphBase::HasInstanceLoop | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Finds out whether there is a loop in the graph formed by linked instances from this node. | AnimGraph | bool HasInstanceLoop() | []
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UAnimGraphNode_LinkedAnimGraphBase::HasInstanceLoop_Recursive | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Finds out whether there is a loop in the graph formed by linked instances from CurrNode, used by HasInstanceLoop. VisitedNodes and NodeStack are required to track the graph links VisitedNodes - Node we have searched the links of, so we don't do it twice NodeStack - The currently considered chain of nodes. If a loop is detected this will contain the chain that causes the loop | AnimGraph | static bool HasInstanceLoop_Recursive ( [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-) * CurrNode, [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & VisitedNodes, [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & NodeStack ) | []
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UAnimGraphNode_LinkedAnimGraphBase::IsStructuralProperty | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Check whether the specified property is structural (i.e. should we rebuild the UI if it changes) | AnimGraph | virtual bool IsStructuralProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const | []
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UAnimGraphNode_LinkedAnimGraphBase::IterateFunctionParameters | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Helper func for generating pins. | AnimGraph | void IterateFunctionParameters ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FName](API\Runtime\Core\UObject\FName) &, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) &)> InFunc ) const | []
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UAnimGraphNode_LinkedAnimGraphBase::NeedsToSpecifyValidTargetClass | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Whether this node needs a valid target class up-front. | AnimGraph | virtual bool NeedsToSpecifyValidTargetClass() const | []
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UAnimGraphNode_LinkedAnimGraphBase::OnCopyTermDefaultsToDefaultObject | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.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_LinkedAnimGraphBase::OnSetInstanceBlueprint | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Instance blueprint was changed by user. | AnimGraph | void OnSetInstanceBlueprint ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * InDetailBuilder ) | []
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UAnimGraphNode_LinkedAnimGraphBase::OnShouldFilterInstanceBlueprint | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Filter callback for blueprints (only accept matching skeletons/interfaces) | AnimGraph | virtual bool OnShouldFilterInstanceBlueprint ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const | []
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UAnimGraphNode_LinkedAnimGraphBase::PostEditChangeProperty | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.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_LinkedAnimGraphBase::Serialize | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables. | AnimGraph | virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) | []
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UAnimGraphNode_LinkedAnimGraphBase::ShouldShowAttributesOnPins | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | wether to show graph attribute icons on pins for this node. | AnimGraph | virtual bool ShouldShowAttributesOnPins() const | []
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UAnimGraphNode_LinkedAnimGraphBase::ValidateAnimNodeDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.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 ) | []
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UAnimGraphNode_LinkedAnimGraphBase | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h | AnimGraph | class UAnimGraphNode_LinkedAnimGraphBase : public [UAnimGraphNode_CustomProperty](API\Editor\AnimGraph\UAnimGraphNode_CustomProperty), public [IK2Node_EventNodeInterface](API\Editor\BlueprintGraph\IK2Node_EventNodeInterface) | [
{
"type": "bool",
"name": "bIsInterfaceBlueprint",
"description": "Interface flag used for filtering unloaded classes."
},
{
"type": "bool",
"name": "bIsTemplateAnimBlueprint",
"description": "Template flag used for filtering unloaded classes."
},
{
"type": "FMemberReferenc...",
"name": "FunctionReference",
"description": "Reference to the stub function that this node uses."
},
{
"type": "FString",
"name": "SkeletonName",
"description": "Skeleton name used for filtering unloaded classes."
}
]
|
|
UAnimGraphNode_LinkedAnimLayer::CreateCustomPins | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Override point to create custom pins | AnimGraph | virtual void CreateCustomPins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * OldPins ) | []
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UAnimGraphNode_LinkedAnimLayer::CustomizeDetails | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Can customize details tab | AnimGraph | virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder ) | []
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UAnimGraphNode_LinkedAnimLayer::GetCurrentInstanceBlueprintPath | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Gets path to the currently selected instance class' blueprint. | AnimGraph | virtual [FString](API\Runtime\Core\Containers\FString) GetCurrentInstanceBlueprintPath() const | []
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UAnimGraphNode_LinkedAnimLayer::GetCustomPropertyNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | BeginUAnimGraphNode_CustomProperty. | AnimGraph | virtual [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode() | []
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UAnimGraphNode_LinkedAnimLayer::GetCustomPropertyNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | AnimGraph | virtual const [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode() const | []
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UAnimGraphNode_LinkedAnimLayer::GetDefaultNodeTitleColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | AnimGraph | virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetDefaultNodeTitleColor() const | []
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UAnimGraphNode_LinkedAnimLayer::GetGuidForLayer | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Helper function to get the interface graph GUID currently in use by the selected layer. | AnimGraph | [FGuid](API\Runtime\Core\Misc\FGuid) GetGuidForLayer() const | []
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UAnimGraphNode_LinkedAnimLayer::GetIconAndTint | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Icon to use in menu or on node | AnimGraph | virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const | []
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UAnimGraphNode_LinkedAnimLayer::GetInterfaceForLayer | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Helper function to get the interface currently in use by the selected layer. | AnimGraph | [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > GetInterfaceForLayer() const | []
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UAnimGraphNode_LinkedAnimLayer::GetJumpTargetForDoubleClick | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Bydefault return any animation assets we have. | AnimGraph | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const | []
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UAnimGraphNode_LinkedAnimLayer::GetLayerName | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Gets the name of the layer we refer to. | AnimGraph | [FName](API\Runtime\Core\UObject\FName) GetLayerName() const | []
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UAnimGraphNode_LinkedAnimLayer::GetLayerNames | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | --UI CALLBACKS -- // Handlers for layer combo | AnimGraph | void GetLayerNames ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) >> & OutStrings, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SToolTip](API\Runtime\Slate\Widgets\SToolTip) >> & OutToolTips, [TArray](API\Runtime\Core\Containers\TArray)< bool > & OutRestrictedItems ) | []
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UAnimGraphNode_LinkedAnimLayer::GetLayerNameString | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | AnimGraph | [FString](API\Runtime\Core\Containers\FString) GetLayerNameString() const | []
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UAnimGraphNode_LinkedAnimLayer::GetLinkedAnimGraphNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | BeginUAnimGraphNode_LinkedAnimGraphBase. | AnimGraph | virtual [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode() | []
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UAnimGraphNode_LinkedAnimLayer::GetLinkedAnimGraphNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | AnimGraph | virtual const [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode() const | []
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UAnimGraphNode_LinkedAnimLayer::GetMenuActions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.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_LinkedAnimLayer::GetLinkTarget | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | AnimGraph | void GetLinkTarget ( [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutTargetGraph, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) *& OutTargetBlueprint ) const | []
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UAnimGraphNode_LinkedAnimLayer::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.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 | []
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UAnimGraphNode_LinkedAnimLayer::GetPinProperty | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.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_LinkedAnimLayer::GetTargetSkeletonClass | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Helper used to get the skeleton class we are targeting. | AnimGraph | virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetTargetSkeletonClass() const | []
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UAnimGraphNode_LinkedAnimLayer::GetPreviewNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Get the preview node, if any, when instanced in an animation blueprint and debugged. | AnimGraph | [FAnimNode_LinkedAnimLayer](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimLayer) * GetPreviewNode() const | []
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UAnimGraphNode_LinkedAnimLayer::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Gets the tooltip to display when over the node | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const | []
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UAnimGraphNode_LinkedAnimLayer::HandleFunctionReferenceChanged | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Handler for when the function reference gets re-resolved on node reconstruction. | AnimGraph | virtual void HandleFunctionReferenceChanged ( [FName](API\Runtime\Core\UObject\FName) InNewName ) | []
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UAnimGraphNode_LinkedAnimLayer::HandleInstanceChanged | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | AnimGraph | void HandleInstanceChanged() | []
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UAnimGraphNode_LinkedAnimLayer::HandleSetObjectBeingDebugged | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | AnimGraph | void HandleSetObjectBeingDebugged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InDebugObj ) | []
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UAnimGraphNode_LinkedAnimLayer::HasAvailableLayers | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | AnimGraph | bool HasAvailableLayers() const | []
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UAnimGraphNode_LinkedAnimLayer::HasExternalDependencies | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc). | AnimGraph | virtual bool HasExternalDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< class [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const | []
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UAnimGraphNode_LinkedAnimLayer::HasValidNonSelfLayer | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | AnimGraph | bool HasValidNonSelfLayer() const | []
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UAnimGraphNode_LinkedAnimLayer::IsActionFilteredOut | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Determine if the node of this type should be filtered in the actions menu | AnimGraph | virtual bool IsActionFilteredOut ( class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter ) | []
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UAnimGraphNode_LinkedAnimLayer::IsStructuralProperty | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Check whether the specified property is structural (i.e. should we rebuild the UI if it changes) | AnimGraph | virtual bool IsStructuralProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const | []
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UAnimGraphNode_LinkedAnimLayer::JumpToDefinition | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.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_LinkedAnimLayer::OnShouldFilterInstanceBlueprint | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Filter callback for blueprints (only accept matching skeletons/interfaces) | AnimGraph | virtual bool OnShouldFilterInstanceBlueprint ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const | []
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UAnimGraphNode_LinkedAnimLayer::OnLayerChanged | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | AnimGraph | void OnLayerChanged ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailBuilder ) | []
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UAnimGraphNode_LinkedAnimLayer::Serialize | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables. | AnimGraph | virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) | []
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UAnimGraphNode_LinkedAnimLayer::ReconstructNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Refresh the connectors on a node, preserving as many connections as it can. | AnimGraph | virtual void ReconstructNode() | []
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UAnimGraphNode_LinkedAnimLayer::SetLayerName | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Sets the name of the layer we refer to. | AnimGraph | void SetLayerName ( [FName](API\Runtime\Core\UObject\FName) InName ) | []
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UAnimGraphNode_LinkedAnimLayer::SetupFromLayerId | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Helper function to setup a newly spawned node. | AnimGraph | void SetupFromLayerId ( [FName](API\Runtime\Core\UObject\FName) InLayerId ) | []
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UAnimGraphNode_LinkedAnimLayer::UpdateGuidForLayer | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Optionally updates layer GUID if it is invalid. | AnimGraph | void UpdateGuidForLayer() | []
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UAnimGraphNode_LinkedAnimLayer::ValidateAnimNodeDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.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_LinkedAnimLayer::ValidateCircularRefAndNesting | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | Used during compilation to check if the blueprint structure causes any circular references or nested linked layer nodes. | AnimGraph | void ValidateCircularRefAndNesting ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * CurrentGraph, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > & AllGraphs, [TArray](API\Runtime\Core\Containers\TArray)< const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GraphStack, bool bWithinLinkedLayerGraph, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) | []
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UAnimGraphNode_LinkedInputPose::AllocateDefaultPins | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.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_LinkedInputPose::CanDuplicateNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h | Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph | AnimGraph | virtual bool CanDuplicateNode() const | []
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UAnimGraphNode_LinkedInputPose::CanUserDeleteNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h | Whether or not this node can be deleted by user action | AnimGraph | virtual bool CanUserDeleteNode() const | []
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UAnimGraphNode_LinkedInputPose::ConformInputPoseName | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h | Conform input pose name according to function | AnimGraph | void ConformInputPoseName() | []
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UAnimGraphNode_LinkedInputPose::CreateClassVariablesFromBlueprint | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h | IClassVariableCreatorinterface | AnimGraph | virtual void CreateClassVariablesFromBlueprint ( [IAnimBlueprintVariableCreationContext](API\Editor\AnimGraph\IAnimBlueprintVariableCreationCo-) & InCreationContext ) | []
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UAnimGraphNode_LinkedInputPose::CustomizeDetails | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h | UAnimGraphNode_Baseinterface | AnimGraph | virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder ) | []
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UAnimGraphNode_LinkedInputPose::GetMenuCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.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_LinkedInputPose::ExpandNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h | UK2Nodeinterface | AnimGraph | virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & InCompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) | []
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UAnimGraphNode_LinkedInputPose::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.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 | []
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UAnimGraphNode_LinkedInputPose::GetNodeTitleColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h | UEdGraphNodeinterface | AnimGraph | virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const | []
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UAnimGraphNode_LinkedAnimLayer | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h | AnimGraph | class UAnimGraphNode_LinkedAnimLayer : public [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-) | [
{
"type": "FGuid",
"name": "InterfaceGuid",
"description": "Guid of the named layer graph we refer to"
},
{
"type": "FAnimNode_Linke...",
"name": "Node",
"description": ""
},
{
"type": "FDelegateHandle",
"name": "SetObjectBeingDebuggedHandle",
"description": "Handle used to hook into object being debugged changing."
}
]
|
|
UAnimGraphNode_LinkedInputPose::GetNumInputs | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h | the number of parameter inputs this node provides. This is either determined via the Inputs array or via the FunctionReference. | AnimGraph | int32 GetNumInputs() const | []
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UAnimGraphNode_LinkedInputPose::GetOutputLinkAttributes | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.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_LinkedInputPose::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h | Gets the tooltip to display when over the node | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const | []
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UAnimGraphNode_LinkedInputPose::IsCompatibleWithGraph | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h | Determine if a node of this type can be created for the specified graph. | AnimGraph | virtual bool IsCompatibleWithGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) const * Graph ) const | []
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UAnimGraphNode_LinkedInputPose::HasExternalDependencies | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h | Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc). | AnimGraph | virtual bool HasExternalDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const | []
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UAnimGraphNode_LinkedInputPose::IterateFunctionParameters | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h | Helper function for iterating stub function parameters | AnimGraph | void IterateFunctionParameters ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FName](API\Runtime\Core\UObject\FName) &, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) &)> InFunc ) const | []
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UAnimGraphNode_LinkedInputPose::IsEditable | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h | whether this node is editable. Non-editable nodes are implemented from function interfaces | AnimGraph | bool IsEditable() const | []
|
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