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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_BlendSpaceGraphBase.h |
Include | #include "AnimGraphNode_BlendSpaceGraphBase.h" |
Syntax
class UAnimGraphNode_BlendSpaceGraphBase : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
Variables
Type | Name | Description |
---|---|---|
TObjectPtr< UBl... | BlendSpace | Internal blendspace. |
TSubclassOf< UB... | BlendSpaceClass | Blendspace class, for template nodes. |
TObjectPtr< UBl... | BlendSpaceGraph | Dummy blendspace graph (used for navigation only) |
TArray< TObject... | Graphs | Linked animation graphs for sample points. |
FString | SkeletonName | Skeleton name used for filtering unloaded assets. |
Constructors
Type | Name | Description |
---|---|---|
UAnimGraphNode_BlendSpaceGraphBase () |
Functions
Type | Name | Description |
---|---|---|
UAnimationBl... | AddGraph ( FName InSampleName, UAnimSequence* InSequence ) | Adds a new graph to the internal array. |
UAnimationBl... | AddGraphInternal ( FName InSampleName, UAnimSequence* InSequence ) | Helper function for AddGraph/ReplaceGraph - builds the new graph but doesn't add it to Graphs array. |
UAnimGraphNo... | ExpandGraphAndProcessNodes ( UEdGraph* SourceGraph, UAnimGraphNode_Base* SourceRoo..., IAnimBlueprintCompilationContext& ..., IAnimBlueprintGeneratedClassCompile... ) | Helper function for compilation. |
UBlendSpaceG... | GetBlendSpaceGraph () | Access the 'dummy' blendspace graph. |
FString | GetBlendSpaceGraphName () | Get the name of the blendspace graph. |
FString | GetBlendSpaceName () | Get the name of the blendspace. |
TArrayView< ... | GetGraphs () | Access the graphs for each sample. |
int32 | GetSampleIndex ( const UEdGraph* Graph ) | Returns the sample index associated with the graph, or -1 if not found |
FName | GetSyncGroupName () | |
void | RemoveGraph ( int32 InSampleIndex ) | Removes the graph at the specified index. |
void | ReplaceGraph ( int32 InSampleIndex, UAnimSequence* InSequence ) | Replaces the graph at the specified index. |
void | SetSyncGroupName ( FName InName ) | Set the sync group name assigned to this node. |
void | SetupFromAsset ( const FAssetData& InAssetData, bool bInIsTemplateNode ) | Setup this node from the specified asset. |
void | SetupFromClass ( TSubclassOf< UBlendSpace > InBlendS..., bool bInIsTemplateNode ) | Setup this node from the specified class. |
Overridden from UAnimGraphNode_Base
Type | Name | Description |
---|---|---|
void | CustomizeDetails ( IDetailLayoutBuilder& DetailBuilde... ) | Can customize details tab |
void | CustomizePinData ( UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex ) | Customize pin data based on the input |
void | GetInputLinkAttributes ( FNodeAttributeArray& OutAttributes ) | Get the named attribute types that this node takes (absorbs) as inputs. Other attributes are assumed to 'pass through' this node. |
void | GetRequiredExtensions ( TArray< TSubclassOf< UAnimBlueprint... ) | Get the extension types that this node type holds on the anim blueprint. Some extension types are always requested by the system. |
void | OnCopyTermDefaultsToDefaultObject ( IAnimBlueprintCopyTermDefaultsConte..., IAnimBlueprintNodeCopyTermDefaultsC..., IAnimBlueprintGeneratedClassCompile... ) | Override point for CopyTermDefaultsToDefaultObject Copy this node's data during the last phase of compilation where term defaults are copied to the new CDO |
void | OnProcessDuringCompilation ( IAnimBlueprintCompilationContext& ..., IAnimBlueprintGeneratedClassCompile... ) | Process this node's data during compilation (override point) |
void | PostProcessPinName ( const UEdGraphPin* Pin, FString& DisplayName ) | Give the node a chance to change the display name of a pin. |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
FText | GetMenuCategory () | Override to provide a default category for specific node types to be listed under. |
bool | IsActionFilteredOut ( FBlueprintActionFilter const& Filt... ) | Determine if the node of this type should be filtered in the actions menu |
void | PreloadRequiredAssets () | Called before compilation begins, giving a blueprint time to force the linker to load data |
Overridden from UEdGraphNode
Type | Name | Description |
---|---|---|
void | DestroyNode () | Destroy the specified node |
FSlateIcon | GetIconAndTint ( FLinearColor& OutColor ) | |
UObject *... | GetJumpTargetForDoubleClick () | By default return any animation assets we have. |
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 | JumpToDefinition () | Jump to the definition of this node (should only be called if CanJumpToDefinition() return true) |
TSharedPtr< ... | MakeNameValidator () | Create a name validator for this node |
void | OnRenameNode ( const FString& NewName ) | Called when this node is being renamed after a successful name validation |
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. |