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UAnimPreviewAttacheInstance::UAnimPreviewAttacheInstance
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h
AnimGraph
UAnimPreviewAttacheInstance ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimPreviewAttacheInstance
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewAttacheInstance.h
This Instance only contains one AnimationAsset, and produce poses Used by Preview in AnimGraph, Playing single animation in Kismet2 and etc
AnimGraph
class UAnimPreviewAttacheInstance : public [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance)
[]
UAnimPreviewInstance::AddKeyCompleteDelegate
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Add the delegate to be called when a key is set.
AnimGraph
[FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddKeyCompleteDelegate ( FSimpleMulticastDelegate::FDelegate InOnSetKeyCompleteDelegate )
[]
UAnimPreviewInstance::CanRunParallelWork
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Can this animation instance run Update or Evaluation work in parallel.
AnimGraph
virtual bool CanRunParallelWork() const
[]
UAnimPreviewInstance::CreateAnimInstanceProxy
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Override point for derived classes to create their own proxy objects (allows custom allocation)
AnimGraph
virtual [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * CreateAnimInstanceProxy()
[]
UAnimPreviewInstance::EnableControllers
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Enable Controllers This is used by when editing, when controller has to be disabled
AnimGraph
void EnableControllers ( bool bEnable )
[]
UAnimPreviewInstance::FindModifiedBone
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Finds an already modified bone the bone modification or NULL if no current modification was found
AnimGraph
[FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) * FindModifiedBone ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bCurveController )
[]
UAnimPreviewInstance::GetAnimSequence
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
[UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * GetAnimSequence()
[]
UAnimPreviewInstance::AddImpulseAtLocation
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Preview physics interaction
AnimGraph
void AddImpulseAtLocation ( FVector Impulse, FVector Location, [FName](API\Runtime\Core\UObject\FName) BoneName )
[]
UAnimPreviewInstance::GetBoneControllers
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Returns all currently active bone controllers on this instance's proxy
AnimGraph
const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) > & GetBoneControllers()
[]
UAnimPreviewInstance::GetDebugSkeletalMeshComponent
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Gets the external debug skeletal mesh component we are debugging
AnimGraph
[USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetDebugSkeletalMeshComponent() const
[]
UAnimPreviewInstance::GetForceRetargetBasePose
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
bool GetForceRetargetBasePose() const
[]
UAnimPreviewInstance::IsPlayingMontage
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
bool IsPlayingMontage()
[]
UAnimPreviewInstance::ModifyBone
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Modifies a single bone. Create a newFAnimNode_ModifyBoneif one does not exist for the passed-in bone. the new or existing bone modification
AnimGraph
[FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) & ModifyBone ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bCurveController )
[]
UAnimPreviewInstance::MontagePreview_CalculateStepLength
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
float MontagePreview_CalculateStepLength()
[]
UAnimPreviewInstance::MontagePreview_FindFirstSectionAsInMontage
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
int32 MontagePreview_FindFirstSectionAsInMontage ( int32 AnySectionIdx )
[]
UAnimPreviewInstance::MontagePreview_FindLastSection
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
int32 MontagePreview_FindLastSection ( int32 StartSectionIdx )
[]
UAnimPreviewInstance::MontagePreview_JumpToEnd
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void MontagePreview_JumpToEnd()
[]
UAnimPreviewInstance::MontagePreview_JumpToPosition
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void MontagePreview_JumpToPosition ( float NewPosition )
[]
UAnimPreviewInstance::MontagePreview_JumpToPreviewStart
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void MontagePreview_JumpToPreviewStart()
[]
UAnimPreviewInstance::MontagePreview_JumpToStart
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Montage preview functions
AnimGraph
void MontagePreview_JumpToStart()
[]
UAnimPreviewInstance::MontagePreview_PreviewAllSections
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void MontagePreview_PreviewAllSections ( bool bPlay )
[]
UAnimPreviewInstance::MontagePreview_PreviewNormal
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void MontagePreview_PreviewNormal ( int32 FromSectionIdx, bool bPlay )
[]
UAnimPreviewInstance::MontagePreview_RemoveBlendOut
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void MontagePreview_RemoveBlendOut()
[]
UAnimPreviewInstance::MontagePreview_ResetSectionsOrder
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void MontagePreview_ResetSectionsOrder()
[]
UAnimPreviewInstance::MontagePreview_Restart
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void MontagePreview_Restart()
[]
UAnimPreviewInstance::MontagePreview_SetLoopAllSections
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void MontagePreview_SetLoopAllSections ( bool bIsLooping )
[]
UAnimPreviewInstance::MontagePreview_SetLoopAllSetupSections
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void MontagePreview_SetLoopAllSetupSections ( bool bIsLooping )
[]
UAnimPreviewInstance::MontagePreview_SetLooping
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void MontagePreview_SetLooping ( bool bIsLooping )
[]
UAnimPreviewInstance::MontagePreview_SetLoopNormal
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void MontagePreview_SetLoopNormal ( bool bIsLooping, int32 PreferSectionIdx )
[]
UAnimPreviewInstance::MontagePreview_SetPlaying
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void MontagePreview_SetPlaying ( bool bIsPlaying )
[]
UAnimPreviewInstance::MontagePreview_SetReverse
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void MontagePreview_SetReverse ( bool bInReverse )
[]
UAnimPreviewInstance::MontagePreview_StepBackward
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void MontagePreview_StepBackward()
[]
UAnimPreviewInstance::MontagePreview_StepForward
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void MontagePreview_StepForward()
[]
UAnimPreviewInstance::Montage_Advance
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Advance montages
AnimGraph
virtual void Montage_Advance ( float DeltaSeconds )
[]
UAnimPreviewInstance::NativeInitializeAnimation
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
The below functions are the native overrides for each phase Native initialization override point
AnimGraph
virtual void NativeInitializeAnimation()
[]
UAnimPreviewInstance::RefreshCurveBoneControllers
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Refresh Curve Bone Controllers based on TransformCurves from Animation data
AnimGraph
void RefreshCurveBoneControllers()
[]
UAnimPreviewInstance::RemoveBoneModification
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Removes an existing bone modification
AnimGraph
void RemoveBoneModification ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bCurveController )
[]
UAnimPreviewInstance::RemoveKeyCompleteDelegate
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Add the delegate to be called when a key is set.
AnimGraph
void RemoveKeyCompleteDelegate ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InDelegateHandle )
[]
UAnimPreviewInstance::ResetModifiedBone
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Reset all bone modified
AnimGraph
void ResetModifiedBone ( bool bCurveController )
[]
UAnimPreviewInstance::RestartMontage
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Custom evaluate pose
AnimGraph
virtual void RestartMontage ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, [FName](API\Runtime\Core\UObject\FName) FromSection )
[]
UAnimPreviewInstance::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.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 )
[]
UAnimPreviewInstance::SetAnimationAsset
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Set New Asset - calls InitializeAnimation, for now we need MeshComponent
AnimGraph
virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * NewAsset, bool bIsLooping, float InPlayRate )
[]
UAnimPreviewInstance::SetDebugSkeletalMeshComponent
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Sets an external debug skeletal mesh component to use to debug
AnimGraph
void SetDebugSkeletalMeshComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent )
[]
UAnimPreviewInstance::SetForceRetargetBasePose
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
void SetForceRetargetBasePose ( bool ForceRetargetBasePose )
[]
UAnimPreviewInstance::SetKey
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Convert current modified bone transforms (BoneControllers) to transform curves (CurveControllers) it does based on CurrentTime. This function does not set key directly here. It does wait until next update, and it gets the delta of transform before applying curves, and creates curves from it, so you'll need delegate if you'd like to do something after (set with SetKeyCompleteDelegate)
AnimGraph
void SetKey()
[]
UAnimPreviewInstance::SetSkeletalControlAlpha
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
Set SkeletalControl Alpha
AnimGraph
void SetSkeletalControlAlpha ( float SkeletalControlAlpha )
[]
UAnimPreviewInstance::UAnimPreviewInstance
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
AnimGraph
UAnimPreviewInstance ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimPreviewInstance
/Engine/Source/Editor/AnimGraph/Public/AnimPreviewInstance.h
This Instance only contains one AnimationAsset, and produce poses Used by Preview in AnimGraph, Playing single animation in Kismet2 and etc
AnimGraph
class UAnimPreviewInstance : public [UAnimSingleNodeInstance](API\Runtime\Engine\Animation\UAnimSingleNodeInstance)
[ { "type": "int32", "name": "MontagePreviewStartSectionIdx", "description": "" }, { "type": "TEnumAsByte< en...", "name": "MontagePreviewType", "description": "Shared parameters for previewing blendspace or animsequence" } ]
UAnimStateAliasNode::AllocateDefaultPins
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
AnimGraph
virtual void AllocateDefaultPins()
[]
UAnimStateAliasNode::AutowireNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
Autowire a newly created node.
AnimGraph
virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )
[]
UAnimStateAliasNode::CanDuplicateNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
AnimGraph
virtual bool CanDuplicateNode() const
[]
UAnimStateAliasNode::GetAliasedState
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
Returns null if aliasing more than one state.
AnimGraph
[UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * GetAliasedState() const
[]
UAnimStateAliasNode::GetAliasedStateNodesPropertyName
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
AnimGraph
static [FName](API\Runtime\Core\UObject\FName) GetAliasedStateNodesPropertyName()
[]
UAnimStateAliasNode::GetAliasedStates
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
AnimGraph
const [TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) > > & GetAliasedStates() const
[]
UAnimStateAliasNode::GetAliasedStates
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
AnimGraph
[TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) > > & GetAliasedStates()
[]
UAnimStateAliasNode::GetDesiredNewNodeName
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
Name used as a seed when pasting nodes.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDesiredNewNodeName() const
[]
UAnimStateAliasNode::GetInputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
the input pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const
[]
UAnimStateAliasNode::GetJumpTargetForDoubleClick
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)
AnimGraph
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const
[]
UAnimStateAliasNode::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.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
[]
UAnimStateAliasNode::GetOutputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
the output pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const
[]
UAnimStateAliasNode::GetStateName
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
the name of this state
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetStateName() const
[]
UAnimStateAliasNode::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimStateAliasNode::PostPlacedNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.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()
[]
UAnimStateAliasNode::PostPasteNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
AnimGraph
virtual void PostPasteNode()
[]
UAnimStateAliasNode::OnRenameNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.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 )
[]
UAnimStateAliasNode::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
UObject.
AnimGraph
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
UAnimStateAliasNode::UAnimStateAliasNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
AnimGraph
UAnimStateAliasNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimStateAliasNode::ValidateNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
AnimGraph
virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const
[]
UAnimStateAliasNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h
AnimGraph
class UAnimStateAliasNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)
[ { "type": "bool", "name": "bGlobalAlias", "description": "" }, { "type": "FString", "name": "StateAliasName", "description": "" } ]
UAnimStateConduitNode::AllocateDefaultPins
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
AnimGraph
virtual void AllocateDefaultPins()
[]
UAnimStateConduitNode::AutowireNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
Autowire a newly created node.
AnimGraph
virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )
[]
UAnimStateConduitNode::CanDuplicateNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
AnimGraph
virtual bool CanDuplicateNode() const
[]
UAnimStateConduitNode::ClearBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
AnimGraph
virtual void ClearBoundGraph()
[]
UAnimStateConduitNode::DestroyNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
Destroy the specified node
AnimGraph
virtual void DestroyNode()
[]
UAnimStateConduitNode::GetBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
AnimGraph
virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetBoundGraph() const
[]
UAnimStateConduitNode::GetDesiredNewNodeName
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
Name used as a seed when pasting nodes.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDesiredNewNodeName() const
[]
UAnimStateConduitNode::GetInputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
the input pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const
[]
UAnimStateConduitNode::GetOutputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
the output pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const
[]
UAnimStateConduitNode::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.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
[]
UAnimStateConduitNode::GetStateName
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
the name of this state
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetStateName() const
[]
UAnimStateConduitNode::GetSubGraphs
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.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
[]
UAnimStateConduitNode::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimStateConduitNode::PostPasteNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
AnimGraph
virtual void PostPasteNode()
[]
UAnimStateConduitNode::PostPlacedNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.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()
[]
UAnimStateConduitNode::ValidateNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.
AnimGraph
virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const
[]
UAnimStateConduitNode::UAnimStateConduitNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
AnimGraph
UAnimStateConduitNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimStateConduitNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h
AnimGraph
class UAnimStateConduitNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)
[ { "type": "TObjectPtr< cla...", "name": "BoundGraph", "description": "The transition graph for this conduit; it's a logic graph, not an animation graph." } ]
UAnimStateEntryNode::AllocateDefaultPins
/Engine/Source/Editor/AnimGraph/Public/AnimStateEntryNode.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
AnimGraph
virtual void AllocateDefaultPins()
[]
UAnimStateEntryNode::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimStateEntryNode.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
[]
UAnimStateEntryNode::GetOutputNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateEntryNode.h
AnimGraph
[UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetOutputNode() const
[]
UAnimStateEntryNode::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimStateEntryNode.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimStateEntryNode::UAnimStateEntryNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateEntryNode.h
AnimGraph
UAnimStateEntryNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimStateEntryNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateEntryNode.h
AnimGraph
class UAnimStateEntryNode : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)
[]
UAnimStateNode::AllocateDefaultPins
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
AnimGraph
virtual void AllocateDefaultPins()
[]
UAnimStateNode::AutowireNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
Autowire a newly created node.
AnimGraph
virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )
[]
UAnimStateNode::CanDuplicateNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
AnimGraph
virtual bool CanDuplicateNode() const
[]
UAnimStateNode::ClearBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
AnimGraph
virtual void ClearBoundGraph()
[]
UAnimStateNode::DestroyNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
Destroy the specified node
AnimGraph
virtual void DestroyNode()
[]
UAnimStateNode::GetBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
AnimGraph
virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetBoundGraph() const
[]