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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 )
[]
UAnimGraphNode_LinkedAnimGraph::GetCustomPropertyNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
BeginUAnimGraphNode_CustomProperty.
AnimGraph
virtual [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode()
[]
UAnimGraphNode_LinkedAnimGraph::GetCustomPropertyNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
AnimGraph
virtual const [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode() const
[]
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
[]
UAnimGraphNode_LinkedAnimGraph::GetLinkedAnimGraphNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
BeginUAnimGraphNode_LinkedAnimGraphBase.
AnimGraph
virtual [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode()
[]
UAnimGraphNode_LinkedAnimGraph::GetLinkedAnimGraphNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
AnimGraph
virtual const [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode() const
[]
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 )
[]
UAnimGraphNode_LinkedAnimGraph::GetMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
BeginUK2Node.
AnimGraph
virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const
[]
UAnimGraphNode_LinkedAnimGraph::PostPasteNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
BeginUEdGraphNode.
AnimGraph
virtual void PostPasteNode()
[]
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": "" } ]
UAnimGraphNode_LinkedAnimGraph::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraph.h
BeginUObject.
AnimGraph
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAnimGraphNode_LinkedAnimGraphBase::AllocatePoseLinks
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Called pre-compilation to allocate pose links.
AnimGraph
void AllocatePoseLinks()
[]
UAnimGraphNode_LinkedAnimGraphBase::CreateOutputPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Create any output pins necessary for this node.
AnimGraph
virtual void CreateOutputPins()
[]
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 )
[]
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 )
[]
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
[]
UAnimGraphNode_LinkedAnimGraphBase::GetDefaultNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetDefaultNodeTitleColor() const
[]
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 )
[]
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
[]
UAnimGraphNode_LinkedAnimGraphBase::GetLinkedAnimGraphNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
Node accessor.
AnimGraph
virtual [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode()
[]
UAnimGraphNode_LinkedAnimGraphBase::GetLinkedAnimGraphNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h
AnimGraph
virtual const [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode() const
[]
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 )
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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 )
[]
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()
[]
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 )
[]
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
[]
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
[]
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
[]
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 )
[]
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 )
[]
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
[]
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 )
[]
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 )
[]
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
[]
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 )
[]
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 )
[]
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 )
[]
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
[]
UAnimGraphNode_LinkedAnimLayer::GetCustomPropertyNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
BeginUAnimGraphNode_CustomProperty.
AnimGraph
virtual [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode()
[]
UAnimGraphNode_LinkedAnimLayer::GetCustomPropertyNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
virtual const [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode() const
[]
UAnimGraphNode_LinkedAnimLayer::GetDefaultNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetDefaultNodeTitleColor() const
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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 )
[]
UAnimGraphNode_LinkedAnimLayer::GetLayerNameString
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
[FString](API\Runtime\Core\Containers\FString) GetLayerNameString() const
[]
UAnimGraphNode_LinkedAnimLayer::GetLinkedAnimGraphNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
BeginUAnimGraphNode_LinkedAnimGraphBase.
AnimGraph
virtual [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode()
[]
UAnimGraphNode_LinkedAnimLayer::GetLinkedAnimGraphNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
virtual const [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode() const
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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 )
[]
UAnimGraphNode_LinkedAnimLayer::HandleInstanceChanged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
void HandleInstanceChanged()
[]
UAnimGraphNode_LinkedAnimLayer::HandleSetObjectBeingDebugged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
void HandleSetObjectBeingDebugged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InDebugObj )
[]
UAnimGraphNode_LinkedAnimLayer::HasAvailableLayers
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
bool HasAvailableLayers() const
[]
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
[]
UAnimGraphNode_LinkedAnimLayer::HasValidNonSelfLayer
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
bool HasValidNonSelfLayer() const
[]
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 )
[]
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
[]
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
[]
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
[]
UAnimGraphNode_LinkedAnimLayer::OnLayerChanged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
AnimGraph
void OnLayerChanged ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailBuilder )
[]
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 )
[]
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()
[]
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 )
[]
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 )
[]
UAnimGraphNode_LinkedAnimLayer::UpdateGuidForLayer
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h
Optionally updates layer GUID if it is invalid.
AnimGraph
void UpdateGuidForLayer()
[]
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 )
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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()
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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
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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
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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
[]
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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