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stringlengths 14
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| code
stringlengths 0
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| variables
listlengths 0
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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 | []
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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 ) | []
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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 | []
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UAnimStateNodeBase::ClearBoundGraph | /Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h | AnimGraph | virtual void ClearBoundGraph() | []
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UAnimStateNodeBase::GetAnimBlueprint | /Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h | AnimGraph | [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const | []
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UAnimStateNodeBase::GetBoundGraph | /Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h | AnimGraph | virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetBoundGraph() const | []
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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 | []
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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 | []
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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 | []
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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 ) | []
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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 ) | []
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|
UAnimStateNodeBase | /Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h | AnimGraph | class UAnimStateNodeBase : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) | []
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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 | []
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UAnimStateTransitionNode::ClearBoundGraph | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | virtual void ClearBoundGraph() | []
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UAnimStateTransitionNode::CopyCrossfadeSettings | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | void CopyCrossfadeSettings ( const [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * SrcNode ) | []
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UAnimStateTransitionNode::CreateBoundGraph | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | void CreateBoundGraph() | []
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UAnimStateTransitionNode::CreateConnections | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | void CreateConnections ( [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * PreviousState, [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * NextState ) | []
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UAnimStateTransitionNode::CreateCustomTransitionGraph | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | void CreateCustomTransitionGraph() | []
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UAnimStateTransitionNode::DestroyNode | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | Destroy the specified node | AnimGraph | virtual void DestroyNode() | []
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UAnimStateTransitionNode::GetBoundGraph | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetBoundGraph() const | []
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UAnimStateTransitionNode::GetCustomTransitionGraph | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetCustomTransitionGraph() const | []
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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 ) | []
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UAnimStateTransitionNode::GetNextState | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * GetNextState() const | []
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|
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 | []
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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 | []
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UAnimStateTransitionNode::GetPreviousState | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * GetPreviousState() const | []
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UAnimStateTransitionNode::GetStateName | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | the name of this state | AnimGraph | virtual [FString](API\Runtime\Core\Containers\FString) GetStateName() const | []
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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 | []
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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 | []
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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 | []
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UAnimStateTransitionNode::IsReverseTrans | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | bool IsReverseTrans ( const [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * Node ) | []
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UAnimStateTransitionNode::MakeCrossfadeShareable | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | void MakeCrossfadeShareable ( [FString](API\Runtime\Core\Containers\FString) ShareName ) | []
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UAnimStateTransitionNode::MakeRulesShareable | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | void MakeRulesShareable ( [FString](API\Runtime\Core\Containers\FString) ShareName ) | []
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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 ) | []
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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 ) | []
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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() | []
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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() | []
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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 ) | []
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UAnimStateTransitionNode::PropagateCrossfadeSettings | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | void PropagateCrossfadeSettings() | []
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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() | []
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UAnimStateTransitionNode::UnshareRules | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | void UnshareRules() | []
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UAnimStateTransitionNode::UseSharedCrossfade | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | void UseSharedCrossfade ( const [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * Node ) | []
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UAnimStateTransitionNode::UseSharedRules | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | void UseSharedRules ( const [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * Node ) | []
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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 | []
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UAnimStateTransitionNode::UAnimStateTransitionNode | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h | AnimGraph | UAnimStateTransitionNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | []
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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 | []
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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 ) | []
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UK2Node_AnimGetter::IsActionFilteredOut | /Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h | AnimGraph | virtual bool IsActionFilteredOut ( [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter ) | []
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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 | []
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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() | []
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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() | []
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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() | []
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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."
}
]
|
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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 | []
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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 | []
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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 ) | []
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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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