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UAnimGraphNode_ObserveBone | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ObserveBone.h | This allows you to observe the state of a bone at a particular point in the graph, showing it in any space and optionally relative to the reference pose. | AnimGraph | class UAnimGraphNode_ObserveBone : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-) | [
{
"type": "FAnimNode_Obser...",
"name": "Node",
"description": ""
}
]
|
UAnimGraphNode_PoseBlendNode::DoesSupportTimeForTransitionGetter | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h | Interface to support transition getter. | AnimGraph | virtual bool DoesSupportTimeForTransitionGetter() const | []
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UAnimGraphNode_PoseBlendNode::GetAllAnimationSequencesReferred | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h | Populate the supplied arrays with the currently reffered to animation assets. | AnimGraph | virtual void GetAllAnimationSequencesReferred ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssets ) const | []
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UAnimGraphNode_PoseBlendNode::GetMenuActions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.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_PoseBlendNode::GetMenuCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.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_PoseBlendNode::GetNodeContextMenuActions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.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 | []
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UAnimGraphNode_PoseBlendNode::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.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_PoseBlendNode::GetPoseHandlerNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h | AnimGraph | virtual [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() | []
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UAnimGraphNode_PoseBlendNode::GetPoseHandlerNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h | AnimGraph | virtual const [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() const | []
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UAnimGraphNode_PoseBlendNode::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.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_PoseBlendNode::ReplaceReferredAnimations | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h | Replace references to animations that exist in the supplied maps. | AnimGraph | virtual void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap ) | []
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UAnimGraphNode_PoseBlendNode::SupportsAssetClass | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h | Returns whether this node supports the supplied asset class | AnimGraph | virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const | []
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UAnimGraphNode_PoseBlendNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h | AnimGraph | class UAnimGraphNode_PoseBlendNode : public [UAnimGraphNode_PoseHandler](API\Editor\AnimGraph\UAnimGraphNode_PoseHandler) | [
{
"type": "FAnimNode_PoseB...",
"name": "Node",
"description": ""
}
]
|
|
UAnimGraphNode_PoseBlendNode::UAnimGraphNode_PoseBlendNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h | AnimGraph | UAnimGraphNode_PoseBlendNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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|
UAnimGraphNode_PoseByName::DoesSupportTimeForTransitionGetter | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h | Interface to support transition getter. | AnimGraph | virtual bool DoesSupportTimeForTransitionGetter() const | []
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UAnimGraphNode_PoseByName::GetAllAnimationSequencesReferred | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h | Populate the supplied arrays with the currently reffered to animation assets. | AnimGraph | virtual void GetAllAnimationSequencesReferred ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssets ) const | []
|
UAnimGraphNode_PoseByName::GetAnimationAsset | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h | AnimGraph | virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const | []
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|
UAnimGraphNode_PoseByName::GetMenuActions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.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_PoseByName::GetMenuCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.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_PoseByName::GetNodeContextMenuActions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.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_PoseByName::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.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_PoseByName::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.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_PoseByName::PreloadRequiredAssets | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h | Called before compilation begins, giving a blueprint time to force the linker to load data | AnimGraph | virtual void PreloadRequiredAssets() | []
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UAnimGraphNode_PoseByName::ReplaceReferredAnimations | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h | Replace references to animations that exist in the supplied maps. | AnimGraph | virtual void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap ) | []
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UAnimGraphNode_PoseByName::SetAnimationAsset | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h | Virtual voidGetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) constoverride; | AnimGraph | virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset ) | []
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UAnimGraphNode_PoseByName::SupportsAssetClass | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h | Returns whether this node supports the supplied asset class | AnimGraph | virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const | []
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UAnimGraphNode_PoseByName::ValidateAnimNodeDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.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 ) | []
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UAnimGraphNode_PoseByName::UAnimGraphNode_PoseByName | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h | AnimGraph | UAnimGraphNode_PoseByName ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_PoseByName | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h | AnimGraph | class UAnimGraphNode_PoseByName : public [UAnimGraphNode_AssetPlayerBase](API\Editor\AnimGraph\UAnimGraphNode_AssetPlayerBase) | [
{
"type": "FAnimNode_PoseB...",
"name": "Node",
"description": ""
}
]
|
|
UAnimGraphNode_PoseDriver::AddNewTarget | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | Adds a new target, reallocating transforms array appropriately | AnimGraph | void AddNewTarget() | []
|
UAnimGraphNode_PoseDriver::AutoSetTargetScales | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | Automatically modify TargetScale for each PoseTarget, based on distance to nearest neighbor | AnimGraph | void AutoSetTargetScales ( float & OutMaxDistance ) | []
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UAnimGraphNode_PoseDriver::CopyNodeDataToPreviewNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.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 ) | []
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UAnimGraphNode_PoseDriver::CopyTargetsFromPoseAsset | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | Util to replace current contents of PoseTargets with info from assigned PoseAsset | AnimGraph | void CopyTargetsFromPoseAsset() | []
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UAnimGraphNode_PoseDriver::GetColorFromWeight | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | Return the color for a given weight. Used for Details and EditMode | AnimGraph | [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetColorFromWeight ( float InWeight ) | []
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UAnimGraphNode_PoseDriver::GetEditorMode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.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_PoseDriver::GetDrivingBoneNames | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | Returns the pose-driver its driven bones by name | AnimGraph | void GetDrivingBoneNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames ) | []
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UAnimGraphNode_PoseDriver::GetMenuCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.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_PoseDriver::GetNodeBodyTintColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | Gets the draw color of a node's body tine | AnimGraph | virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeBodyTintColor() const | []
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UAnimGraphNode_PoseDriver::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.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_PoseDriver::GetPoseDriverOutput | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | AnimGraph | EPoseDriverOutput & GetPoseDriverOutput() | []
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UAnimGraphNode_PoseDriver::GetPoseDriverSource | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | AnimGraph | EPoseDriverSource & GetPoseDriverSource() | []
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UAnimGraphNode_PoseDriver::GetPoseHandlerNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | AnimGraph | virtual const [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() const | []
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UAnimGraphNode_PoseDriver::GetPoseHandlerNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | AnimGraph | virtual [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() | []
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UAnimGraphNode_PoseDriver::GetPreviewPoseDriverNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | Get the current preview node instance | AnimGraph | [FAnimNode_PoseDriver](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseDriver) * GetPreviewPoseDriverNode() const | []
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UAnimGraphNode_PoseDriver::GetRBFParameters | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | AnimGraph | [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & GetRBFParameters() | []
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UAnimGraphNode_PoseDriver::GetSourceBoneNames | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | Returns the pose-driver its source bones by name | AnimGraph | void GetSourceBoneNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames ) | []
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UAnimGraphNode_PoseDriver::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.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_PoseDriver::IsPoseAssetRequired | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | AnimGraph | virtual bool IsPoseAssetRequired() | []
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UAnimGraphNode_PoseDriver::PostLoad | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.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() | []
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UAnimGraphNode_PoseDriver::ReserveTargetTransforms | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | Reallocates transforms arrays as necessary to accommodate source bones | AnimGraph | void ReserveTargetTransforms() | []
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UAnimGraphNode_PoseDriver::Serialize | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | UObjectinterface | AnimGraph | virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) | []
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UAnimGraphNode_PoseDriver::SetDrivingBones | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | Set the pose-driver its driven bones by name | AnimGraph | void SetDrivingBones ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames ) | []
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UAnimGraphNode_PoseDriver::SetPoseDriverOutput | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | AnimGraph | void SetPoseDriverOutput ( EPoseDriverOutput DriverOutput ) | []
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UAnimGraphNode_PoseDriver::SetPoseDriverSource | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | AnimGraph | void SetPoseDriverSource ( EPoseDriverSource DriverSource ) | []
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UAnimGraphNode_PoseDriver::SetRBFParameters | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | AnimGraph | void SetRBFParameters ( [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) Parameters ) | []
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UAnimGraphNode_PoseDriver::SetSourceBones | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | Sets the pose-driver its source bones by name | AnimGraph | void SetSourceBones ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames ) | []
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UAnimGraphNode_PoseDriver::SupportsAssetClass | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | Returns whether this node supports the supplied asset class | AnimGraph | virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const | []
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UAnimGraphNode_PoseDriver::ValidateAnimNodeDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.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_PoseDriver::UAnimGraphNode_PoseDriver | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | AnimGraph | UAnimGraphNode_PoseDriver ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_PoseDriver | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h | AnimGraph | class UAnimGraphNode_PoseDriver : public [UAnimGraphNode_PoseHandler](API\Editor\AnimGraph\UAnimGraphNode_PoseHandler) | [
{
"type": "float",
"name": "AxisLength",
"description": "Length of axis in world units used for debug drawing"
},
{
"type": "bool",
"name": "bDrawDebugCones",
"description": "If checked the cones will be drawn in 3d for debugging"
},
{
"type": "FNodeTitleTextT...",
"name": "CachedNodeTitles",
"description": "ConstructingFTextstrings can be costly, so we cache the node's title"
},
{
"type": "int32",
"name": "ConeSubdivision",
"description": "Number of subdivisions / lines used when debug drawing a cone"
},
{
"type": "TObjectPtr<USk...",
"name": "LastPreviewComponent",
"description": "Used to refer back to preview instance in anim tools"
},
{
"type": "FAnimNode_PoseD...",
"name": "Node",
"description": ""
},
{
"type": "FSimpleMulticas...",
"name": "SelectedTargetChangeDelegate",
"description": "Delegate to call when selection changes"
},
{
"type": "int32",
"name": "SelectedTargetIndex",
"description": "Used to indicate selected target to edit mode drawing"
}
]
|
|
UAnimGraphNode_PoseHandler::GetAnimationAssetClass | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h | AnimGraph | virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) > GetAnimationAssetClass() const | []
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UAnimGraphNode_PoseHandler::GetAnimationAsset | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h | AnimGraph | virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const | []
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UAnimGraphNode_PoseHandler::GetPoseHandlerNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h | AnimGraph | virtual [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() | []
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UAnimGraphNode_PoseHandler::GetPoseHandlerNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h | AnimGraph | virtual const [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() const | []
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UAnimGraphNode_PoseHandler::IsPoseAssetRequired | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h | AnimGraph | virtual bool IsPoseAssetRequired() | []
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UAnimGraphNode_PoseHandler::OnOverrideAssets | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h | Override point for OverrideAssets. | AnimGraph | virtual void OnOverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const | []
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UAnimGraphNode_PoseHandler::PreloadRequiredAssets | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h | Called before compilation begins, giving a blueprint time to force the linker to load data | AnimGraph | virtual void PreloadRequiredAssets() | []
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UAnimGraphNode_PoseHandler::SetAnimationAsset | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h | AnimGraph | virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset ) | []
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UAnimGraphNode_PoseHandler::ValidateAnimNodeDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.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 ) | []
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UAnimGraphNode_PoseHandler::UAnimGraphNode_PoseHandler | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h | AnimGraph | UAnimGraphNode_PoseHandler ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_PoseHandler | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h | AnimGraph | class UAnimGraphNode_PoseHandler : public [UAnimGraphNode_AssetPlayerBase](API\Editor\AnimGraph\UAnimGraphNode_AssetPlayerBase) | []
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UAnimGraphNode_PoseSnapshot::GetMenuCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseSnapshot.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_PoseSnapshot::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseSnapshot.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_PoseSnapshot::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseSnapshot.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_PoseSnapshot | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseSnapshot.h | AnimGraph | class UAnimGraphNode_PoseSnapshot : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) | [
{
"type": "FAnimNode_PoseS...",
"name": "Node",
"description": ""
}
]
|
|
UAnimGraphNode_PoseSnapshot::UAnimGraphNode_PoseSnapshot | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseSnapshot.h | AnimGraph | UAnimGraphNode_PoseSnapshot ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_RandomPlayer::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RandomPlayer.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_RandomPlayer::GetMenuCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RandomPlayer.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_RandomPlayer::GetOutputLinkAttributes | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RandomPlayer.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_RandomPlayer::GetNodeTitleColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RandomPlayer.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_RandomPlayer::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RandomPlayer.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_RandomPlayer | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RandomPlayer.h | AnimGraph | class UAnimGraphNode_RandomPlayer : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) | [
{
"type": "FAnimNode_Rando...",
"name": "Node",
"description": ""
}
]
|
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UAnimGraphNode_RefPoseBase::GetNodeTitleColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RefPoseBase.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_RefPoseBase::GetNodeCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RefPoseBase.h | Gets the menu category this node belongs in. | AnimGraph | virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const | []
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UAnimGraphNode_RefPoseBase::UAnimGraphNode_RefPoseBase | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RefPoseBase.h | AnimGraph | UAnimGraphNode_RefPoseBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_RefPoseBase | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RefPoseBase.h | AnimGraph | class UAnimGraphNode_RefPoseBase : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) | [
{
"type": "FAnimNode_RefPo...",
"name": "Node",
"description": ""
}
]
|
|
UAnimGraphNode_ResetRoot::GetControllerDescription | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ResetRoot.h | Returns the short descriptive name of the controller. | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const | []
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UAnimGraphNode_ResetRoot::GetNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ResetRoot.h | AnimGraph | virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const | []
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UAnimGraphNode_ResetRoot::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ResetRoot.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_ResetRoot::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ResetRoot.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_ResetRoot | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ResetRoot.h | AnimGraph | class UAnimGraphNode_ResetRoot : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-) | [
{
"type": "FAnimNode_Reset...",
"name": "Node",
"description": ""
}
]
|
|
UAnimGraphNode_ResetRoot::UAnimGraphNode_ResetRoot | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ResetRoot.h | AnimGraph | UAnimGraphNode_ResetRoot ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_ResetRoot::PostEditChangeProperty | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ResetRoot.h | Called when a property on this object has been modified externally | AnimGraph | virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | []
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UAnimGraphNode_RigidBody::AreAnyBodiesHidden | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h | AnimGraph | bool AreAnyBodiesHidden() const | []
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UAnimGraphNode_RigidBody::AreAnyConstraintsHidden | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h | AnimGraph | bool AreAnyConstraintsHidden() const | []
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UAnimGraphNode_RigidBody::CustomizeDetails | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h | Can customize details tab | AnimGraph | virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder ) | []
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UAnimGraphNode_RigidBody::Draw | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h | UAnimGraphNode_Base. | AnimGraph | virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp, const bool bIsSelected, const bool bIsPoseWatchEnabled ) const | []
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UAnimGraphNode_RigidBody::GetControllerDescription | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h | Returns the short descriptive name of the controller. | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const | []
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UAnimGraphNode_RigidBody::GetNodeCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h | Gets the menu category this node belongs in. | AnimGraph | virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const | []
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UAnimGraphNode_RigidBody::GetNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h | AnimGraph | virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const | []
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