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UAnimGraphNode_LinkedInputPose::MakeNameWidget
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
Make a name widget for this linked input pose node
AnimGraph
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeNameWidget ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_LinkedInputPose::OnCopyTermDefaultsToDefaultObject
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.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_LinkedInputPose::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
UObjectinterface
AnimGraph
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimGraphNode_LinkedInputPose::PostPlacedNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.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()
[]
UAnimGraphNode_LinkedInputPose::PromoteFromInterfaceOverride
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
Promotes the node from being a part of an interface override to a full function that allows for parameter and result pin additions
AnimGraph
void PromoteFromInterfaceOverride()
[]
UAnimGraphNode_LinkedInputPose::ReallocatePinsDuringReconstruction
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)
AnimGraph
virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )
[]
UAnimGraphNode_LinkedInputPose::ShouldShowAttributesOnPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
wether to show graph attribute icons on pins for this node.
AnimGraph
virtual bool ShouldShowAttributesOnPins() const
[]
UAnimGraphNode_LinkedInputPose::ValidateAgainstFunctionReference
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
Validate pose index against the function reference (used to determine whether we should exist or not)
AnimGraph
bool ValidateAgainstFunctionReference() const
[]
UAnimGraphNode_LinkedInputPose::UAnimGraphNode_LinkedInputPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
AnimGraph
UAnimGraphNode_LinkedInputPose()
[]
UAnimGraphNode_LinkedInputPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedInputPose.h
AnimGraph
class UAnimGraphNode_LinkedInputPose : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base), public [IClassVariableCreator](API\Editor\AnimGraph\IClassVariableCreator)
[ { "type": "FMemberReferenc...", "name": "FunctionReference", "description": "Reference to the stub function we use to build our parameters" }, { "type": "int32", "name": "InputPoseIndex", "description": "The index of the input pose, used alongside FunctionReference to build parameters" }, { "type": "TArray<FAnimBl...", "name": "Inputs", "description": "" }, { "type": "FAnimNode_Linke...", "name": "Node", "description": "" } ]
UAnimGraphNode_LocalRefPose::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalRefPose.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_LocalRefPose::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalRefPose.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_LocalRefPose::UAnimGraphNode_LocalRefPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalRefPose.h
AnimGraph
UAnimGraphNode_LocalRefPose ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_LocalToComponentSpace::CreateOutputPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalToComponentSpace.h
Create any output pins necessary for this node.
AnimGraph
virtual void CreateOutputPins()
[]
UAnimGraphNode_LocalRefPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalRefPose.h
AnimGraph
class UAnimGraphNode_LocalRefPose : public [UAnimGraphNode_RefPoseBase](API\Editor\AnimGraph\UAnimGraphNode_RefPoseBase)
[]
UAnimGraphNode_LocalToComponentSpace::GetMenuCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalToComponentSpace.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_LocalToComponentSpace::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalToComponentSpace.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_LocalToComponentSpace::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalToComponentSpace.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_LocalToComponentSpace::PostProcessPinName
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalToComponentSpace.h
Give the node a chance to change the display name of a pin.
AnimGraph
virtual void PostProcessPinName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FString](API\Runtime\Core\Containers\FString) & DisplayName ) const
[]
UAnimGraphNode_LocalToComponentSpace::UAnimGraphNode_LocalToComponentSpace
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalToComponentSpace.h
AnimGraph
UAnimGraphNode_LocalToComponentSpace ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_LocalToComponentSpace::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalToComponentSpace.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_LookAt::Draw
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.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_LocalToComponentSpace
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LocalToComponentSpace.h
AnimGraph
class UAnimGraphNode_LocalToComponentSpace : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FAnimNode_Conve...", "name": "Node", "description": "" } ]
UAnimGraphNode_LookAt::GetEditorMode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.h
Override this function to push an editor mode when this node is selected the editor mode to use when this node is selected
AnimGraph
virtual FEditorModeID GetEditorMode() const
[]
UAnimGraphNode_LookAt::GetControllerDescription
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.h
Returns the short descriptive name of the controller.
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
[]
UAnimGraphNode_LookAt::GetNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.h
AnimGraph
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
UAnimGraphNode_LookAt::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.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_LookAt::GetOnScreenDebugInfo
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.h
Function to collect strings from nodes to display in the viewport. Use this rather than DrawCanvas when adding general text to the viewport.
AnimGraph
virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & DebugInfo, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * RuntimeAnimNode, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const
[]
UAnimGraphNode_LookAt::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_LookAt::UAnimGraphNode_LookAt
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.h
AnimGraph
UAnimGraphNode_LookAt ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_LookAt::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.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_LookAt
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LookAt.h
AnimGraph
class UAnimGraphNode_LookAt : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "FAnimNode_LookA...", "name": "Node", "description": "" } ]
UAnimGraphNode_MakeDynamicAdditive::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MakeDynamicAdditive.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_MakeDynamicAdditive::GetNodeCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MakeDynamicAdditive.h
Gets the menu category this node belongs in.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
[]
UAnimGraphNode_MakeDynamicAdditive::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MakeDynamicAdditive.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_MakeDynamicAdditive::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MakeDynamicAdditive.h
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
AnimGraph
virtual void ValidateAnimNodeDuringCompilation ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_MakeDynamicAdditive::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MakeDynamicAdditive.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_MakeDynamicAdditive::UAnimGraphNode_MakeDynamicAdditive
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MakeDynamicAdditive.h
AnimGraph
UAnimGraphNode_MakeDynamicAdditive ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_MakeDynamicAdditive
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MakeDynamicAdditive.h
AnimGraph
class UAnimGraphNode_MakeDynamicAdditive : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FAnimNode_MakeD...", "name": "Node", "description": "" } ]
UAnimGraphNode_MeshRefPose::CreateOutputPins
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MeshRefPose.h
Create any output pins necessary for this node.
AnimGraph
virtual void CreateOutputPins()
[]
UAnimGraphNode_MeshRefPose::GetNodeCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MeshRefPose.h
Gets the menu category this node belongs in.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
[]
UAnimGraphNode_MeshRefPose::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MeshRefPose.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_MeshRefPose::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MeshRefPose.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_MeshRefPose::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MeshRefPose.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_MeshRefPose::UAnimGraphNode_MeshRefPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MeshRefPose.h
AnimGraph
UAnimGraphNode_MeshRefPose ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_MeshRefPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MeshRefPose.h
AnimGraph
class UAnimGraphNode_MeshRefPose : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FAnimNode_MeshS...", "name": "Node", "description": "" } ]
UAnimGraphNode_Mirror::GetMenuCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.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_Mirror::GetMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.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_Mirror::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.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_Mirror::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_Mirror::GetOutputLinkAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.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_Mirror::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_Mirror::IsActionFilteredOut
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.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_Mirror::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h
Called when a property on this object has been modified externally
AnimGraph
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimGraphNode_Mirror::PostLoad
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.
AnimGraph
virtual void PostLoad()
[]
UAnimGraphNode_Mirror::PostPlacedNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.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()
[]
UAnimGraphNode_Mirror::PreEditChange
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h
This is called when a property is about to be modified externally
AnimGraph
virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )
[]
UAnimGraphNode_Mirror::PreloadRequiredAssets
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h
Called before compilation begins, giving a blueprint time to force the linker to load data
AnimGraph
virtual void PreloadRequiredAssets()
[]
UAnimGraphNode_Mirror::SupportsAssetClass
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h
Returns whether this node supports the supplied asset class
AnimGraph
virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const
[]
UAnimGraphNode_Mirror::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
AnimGraph
virtual void ValidateAnimNodeDuringCompilation ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_Mirror
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h
AnimGraph
class UAnimGraphNode_Mirror : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FAnimNode_Mirro...", "name": "Node", "description": "" } ]
UAnimGraphNode_ModifyBone::CopyNodeDataToPreviewNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.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_ModifyBone::CopyPinDefaultsToNodeData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.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_ModifyBone::GetControllerDescription
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.h
Returns the short descriptive name of the controller.
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
[]
UAnimGraphNode_ModifyBone::GetEditorMode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.h
Override this function to push an editor mode when this node is selected the editor mode to use when this node is selected
AnimGraph
virtual FEditorModeID GetEditorMode() const
[]
UAnimGraphNode_ModifyBone::GetNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.h
AnimGraph
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
UAnimGraphNode_ModifyBone::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.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_ModifyBone::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_ModifyBone::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.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_ModifyBone::UAnimGraphNode_ModifyBone
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.h
AnimGraph
UAnimGraphNode_ModifyBone ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_ModifyBone
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyBone.h
AnimGraph
class UAnimGraphNode_ModifyBone : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "FAnimNode_Modif...", "name": "Node", "description": "" } ]
UAnimGraphNode_ModifyCurve::CustomizePinData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyCurve.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_ModifyCurve::GetMenuCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyCurve.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_ModifyCurve::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyCurve.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_ModifyCurve::UAnimGraphNode_ModifyCurve
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyCurve.h
AnimGraph
UAnimGraphNode_ModifyCurve()
[]
UAnimGraphNode_ModifyCurve::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyCurve.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_ModifyCurve
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyCurve.h
Easy way to modify curve values on a pose
AnimGraph
class UAnimGraphNode_ModifyCurve : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[]
UAnimGraphNode_MultiWayBlend::AddPinToBlendNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.h
Adds a new pose pin.
AnimGraph
virtual void AddPinToBlendNode()
[]
UAnimGraphNode_MultiWayBlend::GetNodeCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.h
Gets the menu category this node belongs in.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
[]
UAnimGraphNode_MultiWayBlend::GetNodeContextMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.h
Gets a list of actions that can be done to this particular node
AnimGraph
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UAnimGraphNode_ModifyCurve::GetNodeContextMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ModifyCurve.h
Gets a list of actions that can be done to this particular node
AnimGraph
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UAnimGraphNode_MultiWayBlend::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.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_MultiWayBlend::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.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_MultiWayBlend::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.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_MultiWayBlend::PostPlacedNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.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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UAnimGraphNode_MultiWayBlend::ReallocatePinsDuringReconstruction
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.h
Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)
AnimGraph
virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )
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UAnimGraphNode_MultiWayBlend::RemovePinFromBlendNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.h
AnimGraph
virtual void RemovePinFromBlendNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
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UAnimGraphNode_MultiWayBlend::UAnimGraphNode_MultiWayBlend
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.h
AnimGraph
UAnimGraphNode_MultiWayBlend ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UAnimGraphNode_MultiWayBlend
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.h
AnimGraph
class UAnimGraphNode_MultiWayBlend : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FAnimNode_Multi...", "name": "Node", "description": "" } ]
UAnimGraphNode_ObserveBone::CreateVisualWidget
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.h
Create a visual widget to represent this node in a graph editor or graph panel. If not implemented, the default node factory will be used.
AnimGraph
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphNode](API\Editor\GraphEditor\SGraphNode) > CreateVisualWidget()
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UAnimGraphNode_ObserveBone::CustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.h
Can customize details tab
AnimGraph
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
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UAnimGraphNode_ObserveBone::CustomizePinData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.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
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UAnimGraphNode_ObserveBone::GetControllerDescription
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.h
Returns the short descriptive name of the controller.
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
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UAnimGraphNode_ObserveBone::GetEditorMode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.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_ObserveBone::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.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_ObserveBone::GetNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.h
AnimGraph
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
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UAnimGraphNode_ObserveBone::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.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_ObserveBone::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.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_ObserveBone::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.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_ObserveBone::UAnimGraphNode_ObserveBone
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.h
AnimGraph
UAnimGraphNode_ObserveBone ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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