UAnimGraphNode_CustomProperty

Unreal Engine C++ API Reference > Editor > AnimGraph

Inheritance Hierarchy

References

   
Module AnimGraph
Header /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
Include #include "AnimGraphNode_CustomProperty.h"

Syntax

class UAnimGraphNode_CustomProperty :  
    public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base),  
    public [IClassVariableCreator](API\Editor\AnimGraph\IClassVariableCreator)  

Variables

Type Name Description
TArray< FOption... CustomPinProperties Exposed pin data for custom properties

Functions

Type Name Description
void AddSourceTargetProperties ( const FName& InSourcePropertyName, const FName& InTargetPropertyName ) Add Source and Target Properties - Check FAnimNode_CustomProperty.
const FAnimN... GetCustomPropertyNode ()  
FAnimNode_Cu... GetCustomPropertyNode () Internal node accessor
void GetInstancePinProperty ( const IAnimBlueprintCompilationCont..., UEdGraphPin* InInputPin, FProperty*& OutProperty ) Gets the property on InOwnerInstanceClass that corresponds to InInputPin.
FString GetPinTargetVariableName ( const UEdGraphPin* InPin ) Gets the unique name for the property linked to a given pin.
FString GetPinTargetVariableName ( FName InPinName ) Gets the unique name for the property linked to a given pin name.
FString GetPinTargetVariableNameBase ( FName InPinName ) Helper function for GetPinTargetVariableName.
FText GetPropertyTypeText ( FProperty* Property ) Gets a property's type as FText (for UI)
UClass * GetTargetClass () Gets Target Class this properties to link.
UClass * GetTargetSkeletonClass () Helper used to get the skeleton class we are targeting.
bool IsStructuralProperty ( FProperty* InProperty ) Check whether the specified property is structural (i.e. should we rebuild the UI if it changes)
bool NeedsToSpecifyValidTargetClass () Whether this node needs a valid target class up-front.
void OnInstanceClassChanged ( IDetailLayoutBuilder* DetailBu... ) User changed the instance class.
void OnStructuralPropertyChanged ( IDetailLayoutBuilder* DetailBu... ) --UI CALLBACKS -- // User changed the instance class etc.
void SetCustomPinVisibility ( bool bInVisible, int32 InOptionalPinIndex ) Sets the visibility of the specified pin, reconstructs the node if it changes.

Overridden from UAnimGraphNode_Base

Type Name Description
void CreateCustomPins ( TArray< UEdGraphPin* >* O... ) Override point to create custom pins
void CustomizeDetails ( IDetailLayoutBuilder& DetailBuilde... ) Can customize details tab
bool GetPinBindingInfo ( FName InPinName, FName& OutBindingName, FProperty*& OutPinProperty, int32& OutOptionalPinIndex ) Get the pin binding info for the supplied pin
FProperty &#... GetPinProperty ( FName InPinName ) Get the property corresponding to a pin. For array element pins returns the outer array property. Returns null if a property cannot be found.
bool HasBinding ( FName InPropertyName ) Check whether the specified property is bound via PropertyBindings.
bool IsPinBindable ( const UEdGraphPin* InPin ) Check whether the named pin is bindable.
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 ValidateAnimNodeDuringCompilation ( USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog ) Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

Overridden from UEdGraphNode

Type Name Description
UObject *... GetJumpTargetForDoubleClick () By default return any animation assets we have.
bool HasExternalDependencies ( TArray< class UStruct* >*... ) Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).
void PinConnectionListChanged ( UEdGraphPin* Pin ) Called when the connection list of one of the pins of this node is changed in the editor

Overridden from UObject

Type Name Description
void PostDuplicate ( bool bDuplicateForPIE ) Called after duplication & serialization and before PostLoad.
void PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) Called when a property on this object has been modified externally
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

Overridden from IClassVariableCreator

Type Name Description
void CreateClassVariablesFromBlueprint ( IAnimBlueprintVariableCreationConte... ) Implement this in a graph node and the anim BP compiler will call this expecting to generate class variables.

Deprecated Variables

Type Name Description
TArray< FName > ExposedPropertyNames_DEPRECATED Names of properties the user has chosen to expose. Deprecated, use CustomPinProperties instead.
TArray< FName > KnownExposableProperties_DEPRECATED List of property names we know to exist on the target class, so we can detect when Properties are added or removed on reconstruction Deprecated, use CustomPinProperties instead.

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