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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h |
Include | #include "AnimStateTransitionNode.h" |
Syntax
class UAnimStateTransitionNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)
Variables
Type | Name | Description |
---|---|---|
float | AutomaticRuleTriggerTime | 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 |
bool | bAutomaticRuleBasedOnSequencePlayerInState | 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. |
bool | Bidirectional | This transition can go both directions |
EAlphaBlendOpti... | BlendMode | |
TObjectPtr< UBl... | BlendProfile | The blend profile to use to evaluate this transition per-bone. |
TObjectPtr< cla... | BoundGraph | The transition logic graph for this transition (returning a boolean) |
bool | bSharedCrossfade | The cross-fade settings of this node may be shared |
bool | bSharedRules | The rules for this transition may be shared with other transition nodes |
float | CrossfadeDuration | The duration to cross-fade for. |
TObjectPtr< UCu... | CustomBlendCurve | |
TObjectPtr< cla... | CustomTransitionGraph | The animation graph for this transition if it uses custom blending (returning a pose) |
TEnumAsByte< ET... | LogicType | What transition logic to use. |
int32 | PriorityOrder | The priority order of this transition. |
FLinearColor | SharedColor | Color we draw in the editor as if we are shared |
FGuid | SharedCrossfadeGuid | |
int32 | SharedCrossfadeIdx | |
FString | SharedCrossfadeName | |
FGuid | SharedRulesGuid | Shared rules guid useful when copying between different state machines |
FString | SharedRulesName | What we call this transition if we are shared ('Transition X to Y' can't be used since its used in multiple places) |
FName | SyncGroupNameToRequireValidMarkersRule | If SyncGroupName is specified, Transition will only be taken if the SyncGroup has valid markers (other transition rules still apply in addition to that). |
FAnimNotifyEven... | TransitionEnd | |
FAnimNotifyEven... | TransitionInterrupt | |
FAnimNotifyEven... | TransitionStart |
Constructors
Type | Name | Description |
---|---|---|
UAnimStateTransitionNode ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
void | CopyCrossfadeSettings ( const UAnimStateTransitionNode*... ) | |
void | CreateBoundGraph () | |
void | CreateConnections ( UAnimStateNodeBase* PreviousSt..., UAnimStateNodeBase* NextState ) | |
void | CreateCustomTransitionGraph () | |
UEdGraph ... | GetCustomTransitionGraph () | |
TArray< UAni... | GetListTransitionNodesToRelink ( UEdGraphPin* SourcePin, UEdGraphPin* OldTargetPin, const TArray< UEdGraphNode* > ... ) | Helper function to gather the transition nodes to be relinked by taking the graph selection into account as well. |
UAnimStateNo... | GetNextState () | |
UAnimStateNo... | GetPreviousState () | |
bool | IsBoundGraphShared () | Returns true if this nodes BoundGraph is shared with another node in the parent graph |
bool | IsReverseTrans ( const UAnimStateNodeBase* Node ) | |
void | MakeCrossfadeShareable ( FString ShareName ) | |
void | MakeRulesShareable ( FString ShareName ) | |
void | PropagateCrossfadeSettings () | |
void | RelinkHead ( UAnimStateNodeBase* NewTargetS... ) | Relink transition head (where the arrow is of a state transition) to a new state. |
void | UnshareCrossade () | |
void | UnshareRules () | |
void | UseSharedCrossfade ( const UAnimStateTransitionNode*... ) | |
void | UseSharedRules ( const UAnimStateTransitionNode*... ) | |
bool | ValidateBlendProfile () | Validates any currently set blend profile, ensuring it's valid for the current skeleton |
Overridden from UAnimStateNodeBase
Type | Name | Description |
---|---|---|
void | ClearBoundGraph () | |
UEdGraph ... | GetBoundGraph () | |
UEdGraphPin ... | GetInputPin () | |
UEdGraphPin ... | GetOutputPin () | |
FString | GetStateName () |
Overridden from UEdGraphNode
Type | Name | Description |
---|---|---|
void | AllocateDefaultPins () | Allocate default pins for a given node, based only the NodeType, which should already be filled in. |
bool | CanDuplicateNode () | Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph |
void | DestroyNode () | Destroy the specified node |
UObject *... | GetJumpTargetForDoubleClick () | 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) |
FText | GetNodeTitle ( ENodeTitleType::Type TitleType ) | Gets the name of this node, shown in title bar |
FLinearColor | GetNodeTitleColor () | Gets the draw color of a node's title bar |
TArray< UEdG... | GetSubGraphs () | |
FText | GetTooltipText () | Gets the tooltip to display when over the node |
void | PinConnectionListChanged ( UEdGraphPin* Pin ) | Called when the connection list of one of the pins of this node is changed in the editor |
void | PostPasteNode () | Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor |
void | PostPlacedNewNode () | A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. |
void | PrepareForCopying () | Perform any steps necessary prior to copying a node into the paste buffer |
void | ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) | Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |
Overridden from UObject
Type | Name | Description |
---|---|---|
void | PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) | Called when a property on this object has been modified externally |
void | PostLoad () | Do any object-specific cleanup required immediately after loading an object. |
void | Serialize ( FArchive& Ar ) | Handles reading, writing, and reference collecting using FArchive. |
Deprecated Variables
Type | Name | Description |
---|---|---|
TEnumAsByte< ET... | CrossfadeMode_DEPRECATED | The type of blending to use in the crossfade. |