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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()
[]
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 )
[]
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 )
[]
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
[]
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
[]
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 )
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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 )
[]
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 )
[]
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
[]
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 )
[]
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
[]
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
[]
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
[]
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 )
[]
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 )
[]
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()
[]
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 )
[]
UAnimGraphNode_Trail::UAnimGraphNode_Trail
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Trail.h
AnimGraph
UAnimGraphNode_Trail ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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 )
[]
UAnimGraphNode_TransitionPoseEvaluator::UAnimGraphNode_TransitionPoseEvaluator
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionPoseEvaluator.h
AnimGraph
UAnimGraphNode_TransitionPoseEvaluator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
UAnimGraphNode_TransitionResult::UAnimGraphNode_TransitionResult
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TransitionResult.h
AnimGraph
UAnimGraphNode_TransitionResult ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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
[]
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
[]
UAnimGraphNode_TwistCorrectiveNode::UAnimGraphNode_TwistCorrectiveNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwistCorrectiveNode.h
AnimGraph
UAnimGraphNode_TwistCorrectiveNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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 )
[]
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 )
[]
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 )
[]
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 )
[]
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
[]
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
[]
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
[]
UAnimGraphNode_TwoBoneIK::GetNode
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.h
AnimGraph
virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const
[]
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
[]
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
[]
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;
[]
UAnimGraphNode_TwoBoneIK::UAnimGraphNode_TwoBoneIK
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_TwoBoneIK.h
AnimGraph
UAnimGraphNode_TwoBoneIK ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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
[]
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
[]
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
[]
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
[]
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 )
[]
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": "" } ]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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
[]
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 )
[]
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
[]
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 )
[]
UAnimGraphNode_UseCachedPose::UAnimGraphNode_UseCachedPose
/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_UseCachedPose.h
AnimGraph
UAnimGraphNode_UseCachedPose ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
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": "" } ]
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()
[]