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UAnimStateNode::GetInputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
the input pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const
[]
UAnimStateNode::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.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
[]
UAnimStateNode::GetOutputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
the output pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const
[]
UAnimStateNode::GetPoseSinkPinInsideState
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
the pose pin of the state sink node within the anim graph of this state
AnimGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPoseSinkPinInsideState() const
[]
UAnimStateNode::GetStateName
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
the name of this state
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetStateName() const
[]
UAnimStateNode::GetSubGraphs
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.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
[]
UAnimStateNode::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimStateNode::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
Called when a property on this object has been modified externally
AnimGraph
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimStateNode::PostPasteNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
AnimGraph
virtual void PostPasteNode()
[]
UAnimStateNode::PostPlacedNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.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()
[]
UAnimStateNode::UAnimStateNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
AnimGraph
UAnimStateNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimStateNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNode.h
AnimGraph
class UAnimStateNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)
[ { "type": "bool", "name": "bAlwaysResetOnEntry", "description": "Whether or not this state will ALWAYS reset it's state on reentry, regardless of remaining weight." }, { "type": "TObjectPtr< cla...", "name": "BoundGraph", "description": "The animation graph for this state." }, { "type": "FAnimNotifyEven...", "name": "StateEntered", "description": "" }, { "type": "FAnimNotifyEven...", "name": "StateFullyBlended", "description": "" }, { "type": "FAnimNotifyEven...", "name": "StateLeft", "description": "" }, { "type": "TEnumAsByte< EA...", "name": "StateType", "description": "The type of the contents of this state." } ]
UAnimStateNodeBase::CanCreateUnderSpecifiedSchema
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
Determine if this node can be created under the specified schema
AnimGraph
virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const
[]
UAnimStateNodeBase::CanJumpToDefinition
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call)
AnimGraph
virtual bool CanJumpToDefinition() const
[]
UAnimStateNodeBase::ClearBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
AnimGraph
virtual void ClearBoundGraph()
[]
UAnimStateNodeBase::GetAnimBlueprint
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
AnimGraph
[UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const
[]
UAnimStateNodeBase::GetBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
AnimGraph
virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetBoundGraph() const
[]
UAnimStateNodeBase::GetDesiredNewNodeName
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
Name used as a seed when pasting nodes.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDesiredNewNodeName() const
[]
UAnimStateNodeBase::GetDocumentationLink
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
Gets the animation state node documentation link.
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const
[]
UAnimStateNodeBase::GetInputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
the input pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const
[]
UAnimStateNodeBase::GetJumpTargetForDoubleClick
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.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
[]
UAnimStateNodeBase::GetOutputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
the output pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const
[]
UAnimStateNodeBase::GetStateName
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
the name of this state
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetStateName() const
[]
UAnimStateNodeBase::GetTransitionList
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
Populates the OutTransitions array with a list of transition nodes connected to this state.
AnimGraph
virtual void GetTransitionList ( [TArray](API\Runtime\Core\Containers\TArray)< class [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * > & OutTransitions, bool bWantSortedList ) const
[]
UAnimStateNodeBase::MakeNameValidator
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
Create a name validator for this node
AnimGraph
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const
[]
UAnimStateNodeBase::JumpToDefinition
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true)
AnimGraph
virtual void JumpToDefinition() const
[]
UAnimStateNodeBase::OnRenameNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.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 )
[]
UAnimStateNodeBase::PostLoad
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.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()
[]
UAnimStateNodeBase::PostPasteNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
AnimGraph
virtual void PostPasteNode()
[]
UAnimStateNodeBase::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.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 )
[]
UAnimStateNodeBase::UAnimStateNodeBase
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
AnimGraph
UAnimStateNodeBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimStateNodeBase
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h
AnimGraph
class UAnimStateNodeBase : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)
[]
UAnimStateTransitionNode::AllocateDefaultPins
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.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()
[]
UAnimStateTransitionNode::CanDuplicateNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
AnimGraph
virtual bool CanDuplicateNode() const
[]
UAnimStateTransitionNode::ClearBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
virtual void ClearBoundGraph()
[]
UAnimStateTransitionNode::CopyCrossfadeSettings
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void CopyCrossfadeSettings ( const [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * SrcNode )
[]
UAnimStateTransitionNode::CreateBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void CreateBoundGraph()
[]
UAnimStateTransitionNode::CreateConnections
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void CreateConnections ( [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * PreviousState, [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * NextState )
[]
UAnimStateTransitionNode::CreateCustomTransitionGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void CreateCustomTransitionGraph()
[]
UAnimStateTransitionNode::DestroyNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Destroy the specified node
AnimGraph
virtual void DestroyNode()
[]
UAnimStateTransitionNode::GetBoundGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetBoundGraph() const
[]
UAnimStateTransitionNode::GetCustomTransitionGraph
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
[UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetCustomTransitionGraph() const
[]
UAnimStateTransitionNode::GetInputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
the input pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const
[]
UAnimStateTransitionNode::GetJumpTargetForDoubleClick
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.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
[]
UAnimStateTransitionNode::GetListTransitionNodesToRelink
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Helper function to gather the transition nodes to be relinked by taking the graph selection into account as well. For example when relinking a transition holding several transition nodes but only a few are selected to be relinked.
AnimGraph
static [TArray](API\Runtime\Core\Containers\TArray)< [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * > GetListTransitionNodesToRelink ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldTargetPin, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InSelectedGraphNodes )
[]
UAnimStateTransitionNode::GetNextState
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
[UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * GetNextState() const
[]
UAnimStateTransitionNode::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.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
[]
UAnimStateTransitionNode::GetNodeTitleColor
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Gets the draw color of a node's title bar
AnimGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UAnimStateTransitionNode::GetOutputPin
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
the output pin for this state
AnimGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const
[]
UAnimStateTransitionNode::GetPreviousState
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
[UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * GetPreviousState() const
[]
UAnimStateTransitionNode::GetStateName
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
the name of this state
AnimGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetStateName() const
[]
UAnimStateTransitionNode::GetSubGraphs
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.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
[]
UAnimStateTransitionNode::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UAnimStateTransitionNode::IsBoundGraphShared
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Returns true if this nodes BoundGraph is shared with another node in the parent graph
AnimGraph
bool IsBoundGraphShared() const
[]
UAnimStateTransitionNode::IsReverseTrans
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
bool IsReverseTrans ( const [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * Node )
[]
UAnimStateTransitionNode::MakeCrossfadeShareable
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void MakeCrossfadeShareable ( [FString](API\Runtime\Core\Containers\FString) ShareName )
[]
UAnimStateTransitionNode::MakeRulesShareable
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void MakeRulesShareable ( [FString](API\Runtime\Core\Containers\FString) ShareName )
[]
UAnimStateTransitionNode::PinConnectionListChanged
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Called when the connection list of one of the pins of this node is changed in the editor
AnimGraph
virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UAnimStateTransitionNode::PostEditChangeProperty
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Called when a property on this object has been modified externally
AnimGraph
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UAnimStateTransitionNode::PostLoad
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.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()
[]
UAnimStateTransitionNode::PostPasteNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
AnimGraph
virtual void PostPasteNode()
[]
UAnimStateTransitionNode::PostPlacedNewNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.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()
[]
UAnimStateTransitionNode::PrepareForCopying
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Perform any steps necessary prior to copying a node into the paste buffer
AnimGraph
virtual void PrepareForCopying()
[]
UAnimStateTransitionNode::RelinkHead
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Relink transition head (where the arrow is of a state transition) to a new state.
AnimGraph
void RelinkHead ( [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * NewTargetState )
[]
UAnimStateTransitionNode::PropagateCrossfadeSettings
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void PropagateCrossfadeSettings()
[]
UAnimStateTransitionNode::Serialize
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.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 )
[]
UAnimStateTransitionNode::UnshareCrossade
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void UnshareCrossade()
[]
UAnimStateTransitionNode::UnshareRules
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void UnshareRules()
[]
UAnimStateTransitionNode::UseSharedCrossfade
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void UseSharedCrossfade ( const [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * Node )
[]
UAnimStateTransitionNode::UseSharedRules
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
void UseSharedRules ( const [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * Node )
[]
UAnimStateTransitionNode::ValidateBlendProfile
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
Validates any currently set blend profile, ensuring it's valid for the current skeleton
AnimGraph
bool ValidateBlendProfile()
[]
UAnimStateTransitionNode::ValidateNodeDuringCompilation
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.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
[]
UAnimStateTransitionNode::UAnimStateTransitionNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
UAnimStateTransitionNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UAnimStateTransitionNode
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h
AnimGraph
class UAnimStateTransitionNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)
[ { "type": "float", "name": "AutomaticRuleTriggerTime", "description": "When should the automatic transition rule trigger relative to the time remaining on the relevant asset player: < 0 means trigger the transition 'Crossfade Duration' seconds before the end of the asset player, so a standard blend would finish just as the asset player ends >= 0 means trigger the transition 'Automatic Rule Trigger Time' seconds before the end of the asset player" }, { "type": "bool", "name": "bAutomaticRuleBasedOnSequencePlayerInState", "description": "Try setting the rule automatically based on most relevant asset player node's remaining time and the Automatic Rule Trigger Time of the transition, ignoring the internal time." }, { "type": "bool", "name": "Bidirectional", "description": "This transition can go both directions" }, { "type": "EAlphaBlendOpti...", "name": "BlendMode", "description": "" }, { "type": "TObjectPtr<UBl...", "name": "BlendProfile", "description": "The blend profile to use to evaluate this transition per-bone." }, { "type": "TObjectPtr< cla...", "name": "BoundGraph", "description": "The transition logic graph for this transition (returning a boolean)" }, { "type": "bool", "name": "bSharedCrossfade", "description": "The cross-fade settings of this node may be shared" }, { "type": "bool", "name": "bSharedRules", "description": "The rules for this transition may be shared with other transition nodes" }, { "type": "float", "name": "CrossfadeDuration", "description": "The duration to cross-fade for." }, { "type": "TObjectPtr<UCu...", "name": "CustomBlendCurve", "description": "" }, { "type": "TObjectPtr< cla...", "name": "CustomTransitionGraph", "description": "The animation graph for this transition if it uses custom blending (returning a pose)" }, { "type": "TEnumAsByte<ET...", "name": "LogicType", "description": "What transition logic to use." }, { "type": "int32", "name": "PriorityOrder", "description": "The priority order of this transition." }, { "type": "FLinearColor", "name": "SharedColor", "description": "Color we draw in the editor as if we are shared" }, { "type": "FGuid", "name": "SharedCrossfadeGuid", "description": "" }, { "type": "int32", "name": "SharedCrossfadeIdx", "description": "" }, { "type": "FString", "name": "SharedCrossfadeName", "description": "" }, { "type": "FGuid", "name": "SharedRulesGuid", "description": "Shared rules guid useful when copying between different state machines" }, { "type": "FString", "name": "SharedRulesName", "description": "What we call this transition if we are shared ('Transition X to Y' can't be used since its used in multiple places)" }, { "type": "FName", "name": "SyncGroupNameToRequireValidMarkersRule", "description": "If SyncGroupName is specified, Transition will only be taken if the SyncGroup has valid markers (other transition rules still apply in addition to that)." }, { "type": "FAnimNotifyEven...", "name": "TransitionEnd", "description": "" }, { "type": "FAnimNotifyEven...", "name": "TransitionInterrupt", "description": "" }, { "type": "FAnimNotifyEven...", "name": "TransitionStart", "description": "" } ]
UBlendSpaceGraph
/Engine/Source/Editor/AnimGraph/Public/BlendSpaceGraph.h
Dummy graph to hold sub-graphs for blendspaces. Not edited directly.
AnimGraph
class UBlendSpaceGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)
[ { "type": "TObjectPtr<UBl...", "name": "BlendSpace", "description": "Blendspace that we wrap." } ]
UClassVariableCreator
/Engine/Source/Editor/AnimGraph/Public/IClassVariableCreator.h
AnimGraph
class UClassVariableCreator : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)
[]
UK2Node_AnimGetter::AllocateDefaultPins
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.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()
[]
UK2Node_AnimGetter::CanCreateUnderSpecifiedSchema
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
Can this node be created under the specified schema.
AnimGraph
virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * DesiredSchema ) const
[]
UK2Node_AnimGetter::GenerateTitle
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
Generates a title for the node based on its function and the context it is in
AnimGraph
static [FText](API\Runtime\Core\Internationalization\FText) GenerateTitle ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Getter, [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * SourceStateNode, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * SourceNode )
[]
UK2Node_AnimGetter::GetMenuActions
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.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
[]
UK2Node_AnimGetter::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.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
[]
UK2Node_AnimGetter::GetterRequiresParameter
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
Returns whether or not the providedUFunctionrequires the named parameter
AnimGraph
static bool GetterRequiresParameter ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Getter, [FString](API\Runtime\Core\Containers\FString) ParamName )
[]
UK2Node_AnimGetter::IsActionFilteredOut
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
AnimGraph
virtual bool IsActionFilteredOut ( [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )
[]
UK2Node_AnimGetter::IsContextValidForSchema
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
Checks the cached context strings to make sure this getter is valid within the provided schema
AnimGraph
bool IsContextValidForSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const
[]
UK2Node_AnimGetter::PostPasteNode
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
AnimGraph
virtual void PostPasteNode()
[]
UK2Node_AnimGetter::PostSpawnNodeSetup
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
Passed to blueprint spawners to configure spawned nodes
AnimGraph
void PostSpawnNodeSetup ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NewNode, bool bIsTemplateNode, [FNodeSpawnData](API\Editor\AnimGraph\FNodeSpawnData) SpawnData )
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UK2Node_AnimGetter::RestoreStateMachineState
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
Fixes the SourceStateNode to be the state of the node's owner.
AnimGraph
void RestoreStateMachineState()
[]
UK2Node_AnimGetter::RestoreStateMachineNode
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
Fixes the SourceNode to be the state machine owner of SourceStateNode (if it is not null)
AnimGraph
void RestoreStateMachineNode()
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UK2Node_AnimGetter::Serialize
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.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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UK2Node_AnimGetter::UpdateCachedTitle
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
Recache the title, used if the source node or source state changes
AnimGraph
void UpdateCachedTitle()
[]
UK2Node_AnimGetter::UpdateCachedTitle
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
Sets CachedTitle for a new node to be created
AnimGraph
static void UpdateCachedTitle ( [FNodeSpawnData](API\Editor\AnimGraph\FNodeSpawnData) & SpawnData )
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UK2Node_AnimGetter
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
AnimGraph
class UK2Node_AnimGetter : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)
[ { "type": "FText", "name": "CachedTitle", "description": "Cached node title." }, { "type": "TArray<FString...", "name": "Contexts", "description": "List of valid contexts for the node." }, { "type": "TObjectPtr<UCl...", "name": "GetterClass", "description": "TheUAnimInstancederived class that implements the getter we are running." }, { "type": "TObjectPtr< con...", "name": "SourceAnimBlueprint", "description": "The anim blueprint that generated this getter." }, { "type": "TObjectPtr<UAn...", "name": "SourceNode", "description": "The node that is required for the getter." }, { "type": "TObjectPtr<UAn...", "name": "SourceStateNode", "description": "UAnimStateNodedoesn't use the same hierarchy so we need to have a seperate property here to handle those." } ]
UK2Node_AnimNodeReference::GetLabelText
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimNodeReference.h
Get the text used for the node's label.
AnimGraph
[FText](API\Runtime\Core\Internationalization\FText) GetLabelText() const
[]
UK2Node_AnimNodeReference
/Engine/Source/Editor/AnimGraph/Public/K2Node_AnimNodeReference.h
AnimGraph
class UK2Node_AnimNodeReference : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
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UK2Node_PlayMontage::GetMenuCategory
/Engine/Source/Editor/AnimGraph/Public/K2Node_PlayMontage.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
[]
UK2Node_PlayMontage::GetNodeTitle
/Engine/Source/Editor/AnimGraph/Public/K2Node_PlayMontage.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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UK2Node_PlayMontage::GetPinHoverText
/Engine/Source/Editor/AnimGraph/Public/K2Node_PlayMontage.h
Fetch the hover text for a pin when the graph is being edited.
AnimGraph
virtual void GetPinHoverText ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [FString](API\Runtime\Core\Containers\FString) & HoverTextOut ) const
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UK2Node_PlayMontage::GetTooltipText
/Engine/Source/Editor/AnimGraph/Public/K2Node_PlayMontage.h
Gets the tooltip to display when over the node
AnimGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
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UK2Node_PlayMontage::UK2Node_PlayMontage
/Engine/Source/Editor/AnimGraph/Public/K2Node_PlayMontage.h
AnimGraph
UK2Node_PlayMontage ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_PlayMontage
/Engine/Source/Editor/AnimGraph/Public/K2Node_PlayMontage.h
AnimGraph
class UK2Node_PlayMontage : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)
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