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UAnimGraphNode_SequencePlayer::GetIconAndTint | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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 | []
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UAnimGraphNode_SequencePlayer::GetMenuActions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::GetNodeContextMenuActions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::GetMenuCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::GetNodeTitleColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::GetOutputLinkAttributes | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::GetTimePropertyName | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h | AnimGraph | virtual const TCHAR * GetTimePropertyName() const | []
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UAnimGraphNode_SequencePlayer::GetTimePropertyStruct | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h | AnimGraph | virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetTimePropertyStruct() const | []
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UAnimGraphNode_SequencePlayer::OnOverrideAssets | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h | Override point for OverrideAssets. | AnimGraph | virtual void OnOverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const | []
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UAnimGraphNode_SequencePlayer::PostEditChangeProperty | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::PreloadRequiredAssets | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::ReplaceReferredAnimations | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::Serialize | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h | UObjectinterface | AnimGraph | virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) | []
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UAnimGraphNode_SequencePlayer::SetAnimationAsset | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h | AnimGraph | virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset ) | []
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UAnimGraphNode_SequencePlayer::SupportsAssetClass | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::ValidateAnimNodeDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.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_SequencePlayer::UAnimGraphNode_SequencePlayer | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h | AnimGraph | UAnimGraphNode_SequencePlayer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_SkeletalControlBase::ChangeToNextWidgetMode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Called when the user changed widget mode by pressing "Space" key | AnimGraph | virtual int32 ChangeToNextWidgetMode ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, int32 CurWidgetMode ) | []
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UAnimGraphNode_SequencePlayer | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h | AnimGraph | class UAnimGraphNode_SequencePlayer : public [UAnimGraphNode_AssetPlayerBase](API\Editor\AnimGraph\UAnimGraphNode_AssetPlayerBase) | [
{
"type": "FAnimNode_Seque...",
"name": "Node",
"description": ""
}
]
|
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UAnimGraphNode_SkeletalControlBase::ConvertCSRotationToBoneSpace | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Convert rotator in component space to bone space | AnimGraph | FQuat ConvertCSRotationToBoneSpace ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FRotator & InCSRotator, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & MeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const EBoneControlSpace Space ) | []
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UAnimGraphNode_SkeletalControlBase::ConvertCSVectorToBoneSpace | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Convert drag vector in component space to bone space | AnimGraph | FVector ConvertCSVectorToBoneSpace ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & InCSVector, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & MeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const EBoneControlSpace Space ) | []
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UAnimGraphNode_SkeletalControlBase::ConvertToComponentSpaceTransform | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Helper functions for bone control previewlocal conversion function for drawing | AnimGraph | void ConvertToComponentSpaceTransform ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, const FTransform & InTransform, FTransform & OutCSTransform, int32 BoneIndex, EBoneControlSpace Space ) const | []
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UAnimGraphNode_SkeletalControlBase::ConvertWidgetLocation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Convert widget location according to bone control space | AnimGraph | FVector ConvertWidgetLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelComp, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & InMeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const FVector & InLocation, const EBoneControlSpace Space ) | []
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UAnimGraphNode_SkeletalControlBase::CopyNodeDataFrom | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Deprecated* This function is deprecated and is no longer used | AnimGraph | virtual void CopyNodeDataFrom ( const [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * NewAnimNode ) | []
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UAnimGraphNode_SkeletalControlBase::CopyNodeDataTo | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Deprecated* This function is deprecated and is no longer used, please use CopyNodeDataToPreviewNode | AnimGraph | virtual void CopyNodeDataTo ( [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * OutAnimNode ) | []
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UAnimGraphNode_SkeletalControlBase::CreateOutputPins | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Create any output pins necessary for this node. | AnimGraph | virtual void CreateOutputPins() | []
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UAnimGraphNode_SkeletalControlBase::CustomizeDetails | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Can customize details tab | AnimGraph | virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder ) | []
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UAnimGraphNode_SkeletalControlBase::CustomizePinData | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Customize pin data based on the input | AnimGraph | virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const | []
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UAnimGraphNode_SkeletalControlBase::DeselectActor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | If it has select-actors, should hide all actors when de-select is called | AnimGraph | virtual void DeselectActor ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp ) | []
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UAnimGraphNode_SkeletalControlBase::DoScale | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Called when the widget is dragged in scale mode | AnimGraph | virtual void DoScale ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & Scale, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InOutAnimNode ) | []
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UAnimGraphNode_SkeletalControlBase::DoRotation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Called when the widget is dragged in rotation mode | AnimGraph | virtual void DoRotation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FRotator & Rotation, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InOutAnimNode ) | []
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UAnimGraphNode_SkeletalControlBase::DoTranslation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Called when the widget is dragged in translation mode | AnimGraph | virtual void DoTranslation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & Drag, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InOutAnimNode ) | []
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UAnimGraphNode_SkeletalControlBase::FindSelectedBone | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Deprecated* This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID | AnimGraph | virtual [FName](API\Runtime\Core\UObject\FName) FindSelectedBone() | []
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UAnimGraphNode_SkeletalControlBase::GetControllerDescription | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Returns the short descriptive name of the controller. | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const | []
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UAnimGraphNode_SkeletalControlBase::GetDebuggedNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | AnimGraph | [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetDebuggedNode() const | []
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UAnimGraphNode_SkeletalControlBase::GetDefaultValue | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Get literal value for vector | AnimGraph | void GetDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) UpdateDefaultValueName, FVector & OutVec ) | []
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UAnimGraphNode_SkeletalControlBase::GetDefaultValue | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | AnimGraph | void GetDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) PropName, FRotator & OutValue ) | []
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UAnimGraphNode_SkeletalControlBase::GetNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | AnimGraph | virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const | []
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UAnimGraphNode_SkeletalControlBase::GetNodeCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Gets the menu category this node belongs in. | AnimGraph | virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const | []
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UAnimGraphNode_SkeletalControlBase::GetNodeTitleColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.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_SkeletalControlBase::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.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_SkeletalControlBase::GetVisualWarningTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Visual Warning tooltip message to show | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetVisualWarningTooltipText() const | []
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UAnimGraphNode_SkeletalControlBase::GetNodeValue | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | AnimGraph | template<class ValueType> ValueType GetNodeValue ( const [FName](API\Runtime\Core\UObject\FName) PropName, const ValueType & CompileNodeValue ) | []
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UAnimGraphNode_SkeletalControlBase::GetWidgetCoordinateSystem | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Returns the coordinate system that should be used for this bone | AnimGraph | virtual int32 GetWidgetCoordinateSystem ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp ) | []
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UAnimGraphNode_SkeletalControlBase::GetWidgetLocation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Methods related to widget control | AnimGraph | virtual FVector GetWidgetLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, struct [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * AnimNode ) | []
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UAnimGraphNode_SkeletalControlBase::GetWidgetMode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Return current widget mode this anim graph node supports | AnimGraph | virtual int32 GetWidgetMode ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp ) | []
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UAnimGraphNode_SkeletalControlBase::IsActorClicked | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Deprecated* This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID | AnimGraph | virtual bool IsActorClicked ( [HActor](API\Runtime\Engine\HActor) * ActorHitProxy ) | []
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UAnimGraphNode_SkeletalControlBase::IsPinShown | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Are we currently showing this pin | AnimGraph | bool IsPinShown ( const [FName](API\Runtime\Core\UObject\FName) PinName ) const | []
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UAnimGraphNode_SkeletalControlBase::MoveSelectActorLocation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | If anim graph node needs other actors to select other bones, move actor's positions when this is called | AnimGraph | virtual void MoveSelectActorLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * InAnimNode ) | []
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UAnimGraphNode_SkeletalControlBase::PostEditChangeProperty | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.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_SkeletalControlBase::ProcessActorClick | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Deprecated* This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID | AnimGraph | virtual void ProcessActorClick ( [HActor](API\Runtime\Engine\HActor) * ActorHitProxy ) | []
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UAnimGraphNode_SkeletalControlBase::SetDefaultValue | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Set literal value for FVector | AnimGraph | void SetDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) InDefaultValueName, const FVector & InValue ) | []
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UAnimGraphNode_SkeletalControlBase::SetDefaultValue | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | AnimGraph | void SetDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) PropName, const FRotator & InValue ) | []
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UAnimGraphNode_SkeletalControlBase::SetNodeValue | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | AnimGraph | template<class ValueType> void SetNodeValue ( const [FName](API\Runtime\Core\UObject\FName) PropName, ValueType & CompileNodeValue, const ValueType & InValue ) | []
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UAnimGraphNode_SkeletalControlBase::SetWidgetMode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Called when the user set widget mode directly, returns true if InWidgetMode is available | AnimGraph | virtual bool SetWidgetMode ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, int32 InWidgetMode ) | []
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UAnimGraphNode_SkeletalControlBase::ShowVisualWarning | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | If true, this node whill show the Visual Warning message | AnimGraph | virtual bool ShowVisualWarning() const | []
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UAnimGraphNode_SkeletalControlBase::ValidateAnimNodePostCompile | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Gives each visual node a chance to validate that they are still valid in the context of the compiled class, giving a last shot at error or warning generation after primary compilation is finished. | AnimGraph | virtual void ValidateAnimNodePostCompile ( [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog, [UAnimBlueprintGeneratedClass](API\Runtime\Engine\Animation\UAnimBlueprintGeneratedClass) * CompiledClass, int32 CompiledNodeIndex ) | []
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UAnimGraphNode_SkeletalControlBase::UAnimGraphNode_SkeletalControlBase | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | AnimGraph | UAnimGraphNode_SkeletalControlBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_SkeletalControlBase | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h | Concrete subclasses should contain a member struct derived fromFAnimNode_SkeletalControlBase | AnimGraph | class UAnimGraphNode_SkeletalControlBase : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) | []
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UAnimGraphNode_Slot::GetNodeCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Slot.h | Gets the menu category this node belongs in. | AnimGraph | virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const | []
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UAnimGraphNode_Slot::BakeDataDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Slot.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 ) | []
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UAnimGraphNode_Slot::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Slot.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_Slot::GetNodeTitleColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Slot.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_Slot::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Slot.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_Slot::UAnimGraphNode_Slot | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Slot.h | AnimGraph | UAnimGraphNode_Slot ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_Slot | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Slot.h | AnimGraph | class UAnimGraphNode_Slot : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) | [
{
"type": "FAnimNode_Slot",
"name": "Node",
"description": ""
}
]
|
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UAnimGraphNode_SplineIK::GetControllerDescription | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SplineIK.h | Returns the short descriptive name of the controller. | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const | []
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UAnimGraphNode_SplineIK::GetEditorMode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SplineIK.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_SplineIK::GetNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SplineIK.h | AnimGraph | virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const | []
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UAnimGraphNode_SplineIK::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SplineIK.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_SplineIK::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SplineIK.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_SplineIK::PostEditChangeProperty | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SplineIK.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_SplineIK::UAnimGraphNode_SplineIK | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SplineIK.h | AnimGraph | UAnimGraphNode_SplineIK ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_SplineIK | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SplineIK.h | AnimGraph | class UAnimGraphNode_SplineIK : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-) | [
{
"type": "FAnimNode_Splin...",
"name": "Node",
"description": ""
}
]
|
|
UAnimGraphNode_SpringBone::GetControllerDescription | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SpringBone.h | Returns the short descriptive name of the controller. | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const | []
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UAnimGraphNode_SpringBone::GetNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SpringBone.h | AnimGraph | virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const | []
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UAnimGraphNode_SpringBone::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SpringBone.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_SpringBone::PostLoad | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SpringBone.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_SpringBone::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SpringBone.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_SpringBone | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SpringBone.h | AnimGraph | class UAnimGraphNode_SpringBone : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-) | [
{
"type": "FAnimNode_Sprin...",
"name": "Node",
"description": ""
}
]
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UAnimGraphNode_SpringBone::UAnimGraphNode_SpringBone | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SpringBone.h | AnimGraph | UAnimGraphNode_SpringBone ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_StateMachine::GetNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachine.h | Interface for derived classes to implement. | AnimGraph | virtual [FAnimNode_StateMachine](API\Runtime\Engine\Animation\FAnimNode_StateMachine) & GetNode() | []
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UAnimGraphNode_StateMachine::UAnimGraphNode_StateMachine | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachine.h | AnimGraph | UAnimGraphNode_StateMachine ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_StateMachine | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachine.h | AnimGraph | class UAnimGraphNode_StateMachine : public [UAnimGraphNode_StateMachineBase](API\Editor\AnimGraph\UAnimGraphNode_StateMachineBase) | [
{
"type": "FAnimNode_State...",
"name": "Node",
"description": "Runtime state machine representation (empty; populated during compilation)"
}
]
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UAnimGraphNode_StateMachineBase::DestroyNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h | Destroy the specified node | AnimGraph | virtual void DestroyNode() | []
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UAnimGraphNode_StateMachineBase::GetDocumentationLink | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h | Returns the link used for external documentation for the graph node | AnimGraph | virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const | []
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UAnimGraphNode_StateMachineBase::GetJumpTargetForDoubleClick | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h | Bydefault return any animation assets we have. | AnimGraph | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const | []
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UAnimGraphNode_StateMachineBase::GetMenuCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.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_StateMachineBase::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.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_StateMachineBase::GetNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h | Interface for derived classes to implement. | AnimGraph | virtual [FAnimNode_StateMachine](API\Runtime\Engine\Animation\FAnimNode_StateMachine) & GetNode() | []
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UAnimGraphNode_StateMachineBase::GetNodeTitleColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.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_StateMachineBase::GetOutputLinkAttributes | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.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_StateMachineBase::GetStateMachineName | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h | the name of this state machine | AnimGraph | [FString](API\Runtime\Core\Containers\FString) GetStateMachineName() | []
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UAnimGraphNode_StateMachineBase::GetRequiredExtensions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.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 | []
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UAnimGraphNode_StateMachineBase::GetSubGraphs | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h | any sub graphs (graphs that have this node as an outer) that this node might contain (e.g. composite, animation state machine etc.). | AnimGraph | virtual [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GetSubGraphs() const | []
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UAnimGraphNode_StateMachineBase::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.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_StateMachineBase::JumpToDefinition | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h | Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true) | AnimGraph | virtual void JumpToDefinition() const | []
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UAnimGraphNode_StateMachineBase::MakeNameValidator | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.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 | []
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UAnimGraphNode_StateMachineBase::OnProcessDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.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 ) | []
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