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UAnimGraphNode_StateMachineBase::PostPasteNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h | Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor | AnimGraph | virtual void PostPasteNode() | []
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UAnimGraphNode_StateMachineBase::OnRenameNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.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 ) | []
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UAnimGraphNode_StateMachineBase::PostPlacedNewNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h | A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc... | AnimGraph | virtual void PostPlacedNewNode() | []
|
UAnimGraphNode_StateMachineBase::UAnimGraphNode_StateMachineBase | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h | AnimGraph | UAnimGraphNode_StateMachineBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_StateResult::AddSearchMetaDataInfo | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h | Add's node data to the search metadata, override to collect more data that may be desirable to search for | AnimGraph | virtual void AddSearchMetaDataInfo ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const | []
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UAnimGraphNode_StateMachineBase | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateMachineBase.h | AnimGraph | class UAnimGraphNode_StateMachineBase : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) | [
{
"type": "TObjectPtr< cla...",
"name": "EditorStateMachineGraph",
"description": "Editor state machine representation."
}
]
|
|
UAnimGraphNode_StateResult::CanDuplicateNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h | Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph | AnimGraph | virtual bool CanDuplicateNode() const | []
|
UAnimGraphNode_StateResult::CanUserDeleteNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h | Whether or not this node can be deleted by user action | AnimGraph | virtual bool CanUserDeleteNode() const | []
|
UAnimGraphNode_StateResult::GetDocumentationLink | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h | Get the link to the documentation. | AnimGraph | virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const | []
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UAnimGraphNode_StateResult::GetBoundFunctionsInfo | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h | Gets editor information for all the bound anim node functions (category metadata string, member variable's name) Used by SAnimGraphNode to display all bound functions of an anim node. | AnimGraph | virtual void GetBoundFunctionsInfo ( [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) >> & InOutBindingsInfo ) | []
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UAnimGraphNode_StateResult::GetMenuActions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.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_StateResult::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.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_StateResult::GetNodeTitleColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.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_StateResult::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.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_StateResult::IsNodeRootSet | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.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 | []
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UAnimGraphNode_StateResult::IsSinkNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h | Is this node a sink that has no pose outputs? | AnimGraph | virtual bool IsSinkNode() const | []
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UAnimGraphNode_StateResult::PostEditChangeProperty | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h | Called when a property on this object has been modified externally | AnimGraph | virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent ) | []
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UAnimGraphNode_StateResult::OnProcessDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.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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UAnimGraphNode_StateResult::ReferencesFunction | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h | Return whether this node references the specified function, identified by a name and guid pair | AnimGraph | virtual bool ReferencesFunction ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope ) const | []
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UAnimGraphNode_StateResult::ValidateAnimNodeDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.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_StateResult::UAnimGraphNode_StateResult | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h | AnimGraph | UAnimGraphNode_StateResult ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_StateResult | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h | AnimGraph | class UAnimGraphNode_StateResult : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) | [
{
"type": "FAnimNode_State...",
"name": "Node",
"description": ""
},
{
"type": "FMemberReferenc...",
"name": "StateEntryFunction",
"description": "Function called when the owning state is entered, meaning it becomes the state machine's current state."
},
{
"type": "FMemberReferenc...",
"name": "StateExitFunction",
"description": "Function called when the owning state is exited, meaning it stops being the state machine's current state."
},
{
"type": "FMemberReferenc...",
"name": "StateFullyBlendedInFunction",
"description": "Function called when the owning state is fully blended in."
},
{
"type": "FMemberReferenc...",
"name": "StateFullyBlendedOutFunction",
"description": "Function called when the owning state is fully blended out."
}
]
|
|
UAnimGraphNode_Trail::CustomizePinData | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.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_Trail::Draw | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h | Draw function for supporting visualization. | AnimGraph | virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const | []
|
UAnimGraphNode_Trail::GetControllerDescription | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h | Returns the short descriptive name of the controller. | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const | []
|
UAnimGraphNode_Trail::GetNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h | AnimGraph | virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const | []
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UAnimGraphNode_Trail::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.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_Trail::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h | VirtualFStringGetNodeNativeTitle(ENodeTitleType::Type TitleType) const override; | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const | []
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UAnimGraphNode_Trail::OnNodeSelected | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h | Selection notification callback. If a node needs to handle viewport input etc. then it should push an editor mode here. | AnimGraph | virtual void OnNodeSelected ( bool bInIsSelected, class [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) & InModeTools, struct [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode ) | []
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UAnimGraphNode_Trail::PostEditChangeProperty | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.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_Trail::PostLoad | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.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_Trail::Serialize | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h | Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables. | AnimGraph | virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) | []
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UAnimGraphNode_Trail::UAnimGraphNode_Trail | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h | AnimGraph | UAnimGraphNode_Trail ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
|
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UAnimGraphNode_TransitionPoseEvaluator::CanDuplicateNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.h | Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph | AnimGraph | virtual bool CanDuplicateNode() const | []
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UAnimGraphNode_Trail | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h | AnimGraph | class UAnimGraphNode_Trail : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-) | [
{
"type": "FAnimNode_Trail",
"name": "Node",
"description": ""
}
]
|
|
UAnimGraphNode_TransitionPoseEvaluator::CanUserDeleteNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.h | Whether or not this node can be deleted by user action | AnimGraph | virtual bool CanUserDeleteNode() const | []
|
UAnimGraphNode_TransitionPoseEvaluator::CustomizeDetails | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.h | Can customize details tab | AnimGraph | virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder ) | []
|
UAnimGraphNode_TransitionPoseEvaluator::GetMenuActions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.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_TransitionPoseEvaluator::GetMenuCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.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_TransitionPoseEvaluator::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.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_TransitionPoseEvaluator::GetNodeTitleColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.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_TransitionPoseEvaluator::GetOutputLinkAttributes | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.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_TransitionPoseEvaluator::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.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_TransitionPoseEvaluator::ValidateAnimNodeDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.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_TransitionPoseEvaluator::UAnimGraphNode_TransitionPoseEvaluator | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.h | AnimGraph | UAnimGraphNode_TransitionPoseEvaluator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_TransitionPoseEvaluator | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.h | AnimGraph | class UAnimGraphNode_TransitionPoseEvaluator : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) | [
{
"type": "FAnimNode_Trans...",
"name": "Node",
"description": ""
}
]
|
|
UAnimGraphNode_TransitionResult::CanDuplicateNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h | Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph | AnimGraph | virtual bool CanDuplicateNode() const | []
|
UAnimGraphNode_TransitionResult::CanUserDeleteNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h | Whether or not this node can be deleted by user action | AnimGraph | virtual bool CanUserDeleteNode() const | []
|
UAnimGraphNode_TransitionResult::GetMenuActions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.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_TransitionResult::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.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_TransitionResult::GetNodeTitleColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.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_TransitionResult::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.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_TransitionResult::GetVisualWarningTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h | Visual Warning tooltip message to show | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetVisualWarningTooltipText() const | []
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UAnimGraphNode_TransitionResult::IsNodeRootSet | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.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 | []
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UAnimGraphNode_TransitionResult::IsSinkNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h | Is this node a sink that has no pose outputs? | AnimGraph | virtual bool IsSinkNode() const | []
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UAnimGraphNode_TransitionResult::ShowVisualWarning | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h | If true, this node whill show the Visual Warning message | AnimGraph | virtual bool ShowVisualWarning() const | []
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UAnimGraphNode_TransitionResult::UAnimGraphNode_TransitionResult | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h | AnimGraph | UAnimGraphNode_TransitionResult ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_TransitionResult | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h | AnimGraph | class UAnimGraphNode_TransitionResult : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) | [
{
"type": "FAnimNode_Trans...",
"name": "Node",
"description": ""
}
]
|
|
UAnimGraphNode_TwistCorrectiveNode::GetControllerDescription | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.h | Returns the short descriptive name of the controller. | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const | []
|
UAnimGraphNode_TwistCorrectiveNode::GetNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.h | AnimGraph | virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const | []
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UAnimGraphNode_TwistCorrectiveNode::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.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_TwistCorrectiveNode::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.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_TwistCorrectiveNode::UAnimGraphNode_TwistCorrectiveNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.h | AnimGraph | UAnimGraphNode_TwistCorrectiveNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_TwistCorrectiveNode::ValidateAnimNodeDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.h | Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. | AnimGraph | virtual void ValidateAnimNodeDuringCompilation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) | []
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UAnimGraphNode_TwistCorrectiveNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.h | This is the 'source version' of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z) | AnimGraph | class UAnimGraphNode_TwistCorrectiveNode : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-) | [
{
"type": "FAnimNode_Twist...",
"name": "Node",
"description": ""
}
]
|
UAnimGraphNode_TwoBoneIK::CopyNodeDataToPreviewNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.h | Called to propagate data from the internal node to the preview in Persona. | AnimGraph | virtual void CopyNodeDataToPreviewNode ( [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InPreviewNode ) | []
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UAnimGraphNode_TwoBoneIK::CopyPinDefaultsToNodeData | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.h | Called after editing a default value to update internal node from pin defaults. This is needed for forwarding code to propagate values to preview. | AnimGraph | virtual void CopyPinDefaultsToNodeData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) | []
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UAnimGraphNode_TwoBoneIK::CustomizeDetails | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.h | Can customize details tab | AnimGraph | virtual void CustomizeDetails ( class [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder ) | []
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UAnimGraphNode_TwoBoneIK::Draw | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.h | Draw function for supporting visualization. | AnimGraph | virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const | []
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UAnimGraphNode_TwoBoneIK::GetEditorMode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.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_TwoBoneIK::GetControllerDescription | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.h | Returns the short descriptive name of the controller. | AnimGraph | virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const | []
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UAnimGraphNode_TwoBoneIK::GetNode | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.h | AnimGraph | virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const | []
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UAnimGraphNode_TwoBoneIK::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.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_TwoBoneIK::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.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_TwoBoneIK::Serialize | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.h | Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables. | AnimGraph | virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) | []
|
TwoBoneIKDelegate | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.h | Just for refreshing UIs when bone space was changed | AnimGraph | static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class FTwoBoneIKDelegate > TwoBoneIKDelegate = NULL; | []
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UAnimGraphNode_TwoBoneIK::UAnimGraphNode_TwoBoneIK | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.h | AnimGraph | UAnimGraphNode_TwoBoneIK ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_TwoBoneIK | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.h | AnimGraph | class UAnimGraphNode_TwoBoneIK : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-) | [
{
"type": "bool",
"name": "bEnableDebugDraw",
"description": "Enable drawing of the debug information of the node"
},
{
"type": "IDetailLayoutBu...",
"name": "DetailLayout",
"description": ""
},
{
"type": "FAnimNode_TwoBo...",
"name": "Node",
"description": ""
}
]
|
|
UAnimGraphNode_TwoWayBlend::CustomizeDetails | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoWayBlend.h | Can customize details tab | AnimGraph | virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder ) | []
|
UAnimGraphNode_TwoWayBlend::CustomizePinData | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoWayBlend.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_TwoWayBlend::GetMenuCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoWayBlend.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_TwoWayBlend::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoWayBlend.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_TwoWayBlend::GetNodeTitleColor | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoWayBlend.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_TwoWayBlend::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoWayBlend.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_TwoWayBlend::PostEditChangeProperty | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoWayBlend.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_TwoWayBlend::UAnimGraphNode_TwoWayBlend | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoWayBlend.h | AnimGraph | UAnimGraphNode_TwoWayBlend ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_TwoWayBlend | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoWayBlend.h | AnimGraph | class UAnimGraphNode_TwoWayBlend : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) | [
{
"type": "FAnimNode_TwoWa...",
"name": "BlendNode",
"description": ""
}
]
|
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UAnimGraphNode_UseCachedPose::EarlyValidation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_UseCachedPose.h | This function if used for nodes that needs CDO for validation (Called before expansion) | AnimGraph | virtual void EarlyValidation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const | []
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UAnimGraphNode_UseCachedPose::GetJumpTargetForDoubleClick | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_UseCachedPose.h | Bydefault return any animation assets we have. | AnimGraph | virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const | []
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UAnimGraphNode_UseCachedPose::GetMenuActions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_UseCachedPose.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_UseCachedPose::GetNodeCategory | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_UseCachedPose.h | Gets the menu category this node belongs in. | AnimGraph | virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const | []
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UAnimGraphNode_UseCachedPose::GetNodeTitle | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_UseCachedPose.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_UseCachedPose::GetRequiredExtensions | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_UseCachedPose.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_UseCachedPose::GetTooltipText | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_UseCachedPose.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_UseCachedPose::IsActionFilteredOut | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_UseCachedPose.h | Determine if the node of this type should be filtered in the actions menu | AnimGraph | virtual bool IsActionFilteredOut ( class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter ) | []
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UAnimGraphNode_UseCachedPose::JumpToDefinition | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_UseCachedPose.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_UseCachedPose::OnProcessDuringCompilation | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_UseCachedPose.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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UAnimGraphNode_UseCachedPose::UAnimGraphNode_UseCachedPose | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_UseCachedPose.h | AnimGraph | UAnimGraphNode_UseCachedPose ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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UAnimGraphNode_UseCachedPose | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_UseCachedPose.h | AnimGraph | class UAnimGraphNode_UseCachedPose : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) | [
{
"type": "FAnimNode_UseCa...",
"name": "Node",
"description": ""
},
{
"type": "TWeakObjectPtr<...",
"name": "SaveCachedPoseNode",
"description": ""
}
]
|
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UAnimPreviewAttacheInstance::CreateAnimInstanceProxy | /Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h | Override point for derived classes to create their own proxy objects (allows custom allocation) | AnimGraph | virtual [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * CreateAnimInstanceProxy() | []
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