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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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
UAnimGraphNode_PoseBlendNode::GetPoseHandlerNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h
AnimGraph
virtual [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode()
[]
UAnimGraphNode_PoseBlendNode::GetPoseHandlerNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseBlendNode.h
AnimGraph
virtual const [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() const
[]
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
[]
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 )
[]
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
[]
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 )
[]
UAnimGraphNode_PoseByName::DoesSupportTimeForTransitionGetter
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h
Interface to support transition getter.
AnimGraph
virtual bool DoesSupportTimeForTransitionGetter() const
[]
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
[]
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
[]
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
[]
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()
[]
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 )
[]
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 )
[]
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
[]
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 )
[]
UAnimGraphNode_PoseByName::UAnimGraphNode_PoseByName
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseByName.h
AnimGraph
UAnimGraphNode_PoseByName ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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 )
[]
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 )
[]
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()
[]
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 )
[]
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
[]
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 )
[]
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
[]
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
[]
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
[]
UAnimGraphNode_PoseDriver::GetPoseDriverOutput
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
AnimGraph
EPoseDriverOutput & GetPoseDriverOutput()
[]
UAnimGraphNode_PoseDriver::GetPoseDriverSource
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
AnimGraph
EPoseDriverSource & GetPoseDriverSource()
[]
UAnimGraphNode_PoseDriver::GetPoseHandlerNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
AnimGraph
virtual const [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() const
[]
UAnimGraphNode_PoseDriver::GetPoseHandlerNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
AnimGraph
virtual [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode()
[]
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
[]
UAnimGraphNode_PoseDriver::GetRBFParameters
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
AnimGraph
[FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) & GetRBFParameters()
[]
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 )
[]
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
[]
UAnimGraphNode_PoseDriver::IsPoseAssetRequired
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
AnimGraph
virtual bool IsPoseAssetRequired()
[]
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()
[]
UAnimGraphNode_PoseDriver::ReserveTargetTransforms
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
Reallocates transforms arrays as necessary to accommodate source bones
AnimGraph
void ReserveTargetTransforms()
[]
UAnimGraphNode_PoseDriver::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
UObjectinterface
AnimGraph
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
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 )
[]
UAnimGraphNode_PoseDriver::SetPoseDriverOutput
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
AnimGraph
void SetPoseDriverOutput ( EPoseDriverOutput DriverOutput )
[]
UAnimGraphNode_PoseDriver::SetPoseDriverSource
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
AnimGraph
void SetPoseDriverSource ( EPoseDriverSource DriverSource )
[]
UAnimGraphNode_PoseDriver::SetRBFParameters
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
AnimGraph
void SetRBFParameters ( [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) Parameters )
[]
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 )
[]
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
[]
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 )
[]
UAnimGraphNode_PoseDriver::UAnimGraphNode_PoseDriver
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseDriver.h
AnimGraph
UAnimGraphNode_PoseDriver ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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
[]
UAnimGraphNode_PoseHandler::GetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h
AnimGraph
virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const
[]
UAnimGraphNode_PoseHandler::GetPoseHandlerNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h
AnimGraph
virtual [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode()
[]
UAnimGraphNode_PoseHandler::GetPoseHandlerNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h
AnimGraph
virtual const [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() const
[]
UAnimGraphNode_PoseHandler::IsPoseAssetRequired
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h
AnimGraph
virtual bool IsPoseAssetRequired()
[]
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
[]
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()
[]
UAnimGraphNode_PoseHandler::SetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h
AnimGraph
virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
[]
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 )
[]
UAnimGraphNode_PoseHandler::UAnimGraphNode_PoseHandler
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h
AnimGraph
UAnimGraphNode_PoseHandler ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_PoseHandler
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_PoseHandler.h
AnimGraph
class UAnimGraphNode_PoseHandler : public [UAnimGraphNode_AssetPlayerBase](API\Editor\AnimGraph\UAnimGraphNode_AssetPlayerBase)
[]
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
[]
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 )
[]
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
[]
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
[]
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
[]
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
[]
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": "" } ]
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
[]
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
[]
UAnimGraphNode_RefPoseBase::UAnimGraphNode_RefPoseBase
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RefPoseBase.h
AnimGraph
UAnimGraphNode_RefPoseBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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
[]
UAnimGraphNode_ResetRoot::GetNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ResetRoot.h
AnimGraph
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
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
[]
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
[]
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 )
[]
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 )
[]
UAnimGraphNode_RigidBody::AreAnyBodiesHidden
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h
AnimGraph
bool AreAnyBodiesHidden() const
[]
UAnimGraphNode_RigidBody::AreAnyConstraintsHidden
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h
AnimGraph
bool AreAnyConstraintsHidden() const
[]
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 )
[]
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
[]
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
[]
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
[]
UAnimGraphNode_RigidBody::GetNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h
AnimGraph
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]