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UAnimGraphNode_RigidBody::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.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_RigidBody::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_RigidBody::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.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::OnPoseWatchChanged
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h
Pose Watch change notification callback. Should be called every time a pose watch on this node is created or destroyed.
AnimGraph
virtual void OnPoseWatchChanged ( const bool IsPoseWatchEnabled, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UPoseWatch](API\Runtime\Engine\Engine\UPoseWatch) > InPoseWatch, [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) & InModeTools, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )
[]
UAnimGraphNode_RigidBody::ToggleBodyVisibility
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h
AnimGraph
void ToggleBodyVisibility()
[]
UAnimGraphNode_RigidBody::ToggleConstraintVisibility
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h
AnimGraph
void ToggleConstraintVisibility()
[]
UAnimGraphNode_RigidBody::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.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_RigidBody::UAnimGraphNode_RigidBody
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h
AnimGraph
UAnimGraphNode_RigidBody ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_RigidBody
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RigidBody.h
AnimGraph
class UAnimGraphNode_RigidBody : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "FAnimNode_Rigid...", "name": "Node", "description": "" } ]
UAnimGraphNode_Root::CanDuplicateNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Root.h
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
AnimGraph
virtual bool CanDuplicateNode() const
[]
UAnimGraphNode_Root::CanUserDeleteNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Root.h
Whether or not this node can be deleted by user action
AnimGraph
virtual bool CanUserDeleteNode() const
[]
UAnimGraphNode_Root::GetMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Root.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_Root::GetDocumentationLink
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Root.h
Get the link to the documentation.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const
[]
UAnimGraphNode_Root::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Root.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_Root::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Root.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_Root::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Root.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_Root::IsNodeRootSet
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Root.h
Query if this node should be kept as part of the root set during the pruning stage of compilation. Prevents the node being pruned as isolated.
AnimGraph
virtual bool IsNodeRootSet() const
[]
UAnimGraphNode_Root::IsPoseWatchable
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Root.h
Whether or not you can add a pose watch on this node.
AnimGraph
virtual bool IsPoseWatchable() const
[]
UAnimGraphNode_Root::IsSinkNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Root.h
Is this node a sink that has no pose outputs?
AnimGraph
virtual bool IsSinkNode() const
[]
UAnimGraphNode_Root::OnCopyTermDefaultsToDefaultObject
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Root.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_Root::OnProcessDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Root.h
Process this node's data during compilation (override point)
AnimGraph
virtual void OnProcessDuringCompilation ( [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )
[]
UAnimGraphNode_Root::UAnimGraphNode_Root
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Root.h
AnimGraph
UAnimGraphNode_Root ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_Root
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Root.h
AnimGraph
class UAnimGraphNode_Root : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FAnimNode_Root", "name": "Node", "description": "" } ]
UAnimGraphNode_RotateRootBone::CustomizePinData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotateRootBone.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_RotateRootBone::GetMenuCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotateRootBone.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_RotateRootBone::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotateRootBone.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_RotateRootBone::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotateRootBone.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_RotateRootBone::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotateRootBone.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_RotateRootBone::UAnimGraphNode_RotateRootBone
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotateRootBone.h
AnimGraph
UAnimGraphNode_RotateRootBone ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_RotateRootBone
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotateRootBone.h
AnimGraph
class UAnimGraphNode_RotateRootBone : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FAnimNode_Rotat...", "name": "Node", "description": "" } ]
UAnimGraphNode_RotationMultiplier::GetControllerDescription
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationMultiplier.h
Returns the short descriptive name of the controller.
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const
[]
UAnimGraphNode_RotationMultiplier::GetNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationMultiplier.h
AnimGraph
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
UAnimGraphNode_RotateRootBone::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotateRootBone.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_RotationMultiplier::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationMultiplier.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_RotationMultiplier::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationMultiplier.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_RotationMultiplier::UAnimGraphNode_RotationMultiplier
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationMultiplier.h
AnimGraph
UAnimGraphNode_RotationMultiplier ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_RotationMultiplier
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationMultiplier.h
AnimGraph
class UAnimGraphNode_RotationMultiplier : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)
[ { "type": "FAnimNode_Rotat...", "name": "Node", "description": "" } ]
UAnimGraphNode_RotationOffsetBlendSpace::CustomizeDetails
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.h
Can customize details tab
AnimGraph
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
UAnimGraphNode_RotationOffsetBlendSpace::CustomizePinData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.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_RotationOffsetBlendSpace::GetAllAnimationSequencesReferred
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.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_RotationOffsetBlendSpace::GetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.h
AnimGraph
virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const
[]
UAnimGraphNode_RotationOffsetBlendSpace::GetMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.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_RotationOffsetBlendSpace::GetNodeContextMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.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_RotationOffsetBlendSpace::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.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_RotationOffsetBlendSpace::GetSignature
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.h
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.). A signature struct, discerning this node from others.
AnimGraph
virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const
[]
UAnimGraphNode_RotationOffsetBlendSpace::OnOverrideAssets
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.h
Override point for OverrideAssets.
AnimGraph
virtual void OnOverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const
[]
UAnimGraphNode_RotationOffsetBlendSpace::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.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_RotationOffsetBlendSpace::ReplaceReferredAnimations
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.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_RotationOffsetBlendSpace::SupportsAssetClass
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.h
Returns whether this node supports the supplied asset class
AnimGraph
virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const
[]
UAnimGraphNode_RotationOffsetBlendSpace::SetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.h
AnimGraph
virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
[]
UAnimGraphNode_RotationOffsetBlendSpace::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.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_RotationOffsetBlendSpace::UAnimGraphNode_RotationOffsetBlendSpace
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.h
AnimGraph
UAnimGraphNode_RotationOffsetBlendSpace ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_RotationOffsetBlendSpace
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.h
AnimGraph
class UAnimGraphNode_RotationOffsetBlendSpace : public [UAnimGraphNode_BlendSpaceBase](API\Editor\AnimGraph\UAnimGraphNode_BlendSpaceBase)
[ { "type": "FAnimNode_Rotat...", "name": "Node", "description": "" } ]
UAnimGraphNode_RotationOffsetBlendSpaceGraph
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpaceGraph.h
AnimGraph
class UAnimGraphNode_RotationOffsetBlendSpaceGraph : public [UAnimGraphNode_BlendSpaceGraphBase](API\Editor\AnimGraph\UAnimGraphNode_BlendSpaceGraphBa-)
[]
UAnimGraphNode_SaveCachedPose::GetMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SaveCachedPose.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_SaveCachedPose::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SaveCachedPose.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_SaveCachedPose::GetNodeCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SaveCachedPose.h
Gets the menu category this node belongs in.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
[]
UAnimGraphNode_SaveCachedPose::GetRequiredExtensions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SaveCachedPose.h
Get the extension types that this node type holds on the anim blueprint. Some extension types are always requested by the system.
AnimGraph
virtual void GetRequiredExtensions ( [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) >> & OutExtensions ) const
[]
UAnimGraphNode_SaveCachedPose::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SaveCachedPose.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_SaveCachedPose::IsCompatibleWithGraph
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SaveCachedPose.h
AnimGraph
virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const
[]
UAnimGraphNode_SaveCachedPose::IsNodeRootSet
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SaveCachedPose.h
Query if this node should be kept as part of the root set during the pruning stage of compilation. Prevents the node being pruned as isolated.
AnimGraph
virtual bool IsNodeRootSet() const
[]
UAnimGraphNode_SaveCachedPose::IsSinkNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SaveCachedPose.h
Is this node a sink that has no pose outputs?
AnimGraph
virtual bool IsSinkNode() const
[]
UAnimGraphNode_SaveCachedPose::OnRenameNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SaveCachedPose.h
Called when this node is being renamed after a successful name validation
AnimGraph
virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )
[]
UAnimGraphNode_SaveCachedPose::UAnimGraphNode_SaveCachedPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SaveCachedPose.h
AnimGraph
UAnimGraphNode_SaveCachedPose ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_SaveCachedPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SaveCachedPose.h
AnimGraph
class UAnimGraphNode_SaveCachedPose : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FString", "name": "CacheName", "description": "" }, { "type": "FAnimNode_SaveC...", "name": "Node", "description": "" } ]
UAnimGraphNode_ScaleChainLength::GetNodeCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ScaleChainLength.h
Gets the menu category this node belongs in.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const
[]
UAnimGraphNode_ScaleChainLength::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ScaleChainLength.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimGraphNode_ScaleChainLength::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ScaleChainLength.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_ScaleChainLength::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ScaleChainLength.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimGraphNode_SaveCachedPose::MakeNameValidator
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SaveCachedPose.h
Create a name validator for this node
AnimGraph
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const
[]
UAnimGraphNode_ScaleChainLength::UAnimGraphNode_ScaleChainLength
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ScaleChainLength.h
AnimGraph
UAnimGraphNode_ScaleChainLength ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_ScaleChainLength
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_ScaleChainLength.h
AnimGraph
class UAnimGraphNode_ScaleChainLength : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
[ { "type": "FAnimNode_Scale...", "name": "Node", "description": "" } ]
UAnimGraphNode_SequenceEvaluator::BakeDataDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
Gives each visual node a chance to update the node template before it is inserted in the compiled class.
AnimGraph
virtual void BakeDataDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_SequenceEvaluator::CopySettingsFromAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
Override this to copy any relevant settings from the animation asset used when creating a node with a drag/drop operation.
AnimGraph
virtual void CopySettingsFromAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
[]
UAnimGraphNode_SequenceEvaluator::DoesSupportTimeForTransitionGetter
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
Interface to support transition getter.
AnimGraph
virtual bool DoesSupportTimeForTransitionGetter() const
[]
UAnimGraphNode_SequenceEvaluator::GetAllAnimationSequencesReferred
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.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_SequenceEvaluator::GetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
AnimGraph
virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const
[]
UAnimGraphNode_SequenceEvaluator::GetIconAndTint
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
Icon to use in menu or on node
AnimGraph
virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const
[]
UAnimGraphNode_SequenceEvaluator::GetMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.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_SequenceEvaluator::GetMenuCategory
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.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_SequenceEvaluator::GetNodeContextMenuActions
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.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_SequenceEvaluator::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.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_SequenceEvaluator::OnOverrideAssets
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
Override point for OverrideAssets.
AnimGraph
virtual void OnOverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const
[]
UAnimGraphNode_SequenceEvaluator::GetTimePropertyName
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
AnimGraph
virtual const TCHAR * GetTimePropertyName() const
[]
UAnimGraphNode_SequenceEvaluator::GetTimePropertyStruct
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
AnimGraph
virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetTimePropertyStruct() const
[]
UAnimGraphNode_SequenceEvaluator::GetOutputLinkAttributes
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.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_SequenceEvaluator::PreloadRequiredAssets
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
Called before compilation begins, giving a blueprint time to force the linker to load data
AnimGraph
virtual void PreloadRequiredAssets()
[]
UAnimGraphNode_SequenceEvaluator::ReplaceReferredAnimations
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.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_SequenceEvaluator::SetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
AnimGraph
virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
[]
UAnimGraphNode_SequenceEvaluator::SupportsAssetClass
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
Returns whether this node supports the supplied asset class
AnimGraph
virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const
[]
UAnimGraphNode_SequenceEvaluator::ValidateAnimNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.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_SequenceEvaluator::UAnimGraphNode_SequenceEvaluator
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
AnimGraph
UAnimGraphNode_SequenceEvaluator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimGraphNode_SequenceEvaluator
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequenceEvaluator.h
AnimGraph
class UAnimGraphNode_SequenceEvaluator : public [UAnimGraphNode_AssetPlayerBase](API\Editor\AnimGraph\UAnimGraphNode_AssetPlayerBase)
[ { "type": "FAnimNode_Seque...", "name": "Node", "description": "" } ]
UAnimGraphNode_SequencePlayer::BakeDataDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
Gives each visual node a chance to update the node template before it is inserted in the compiled class.
AnimGraph
virtual void BakeDataDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )
[]
UAnimGraphNode_SequencePlayer::CustomizePinData
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::CopySettingsFromAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
Override this to copy any relevant settings from the animation asset used when creating a node with a drag/drop operation.
AnimGraph
virtual void CopySettingsFromAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )
[]
UAnimGraphNode_SequencePlayer::DoesSupportTimeForTransitionGetter
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
BEGIN Interface to support transition getter if you return true for DoesSupportExposeTimeForTransitionGetter you should implement all below functions
AnimGraph
virtual bool DoesSupportTimeForTransitionGetter() const
[]
UAnimGraphNode_SequencePlayer::GetAllAnimationSequencesReferred
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::GetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
AnimGraph
virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const
[]
UAnimGraphNode_SequencePlayer::GetAnimationAssetClass
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h
AnimGraph
virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) > GetAnimationAssetClass() const
[]