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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/K2Node_TransitionRuleGetter.h |
Include | #include "K2Node_TransitionRuleGetter.h" |
Syntax
class UK2Node_TransitionRuleGetter : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
Variables
Type | Name | Description |
---|---|---|
TObjectPtr< UAn... | AssociatedAnimAssetPlayerNode | |
TObjectPtr< UAn... | AssociatedStateNode | |
TEnumAsByte< ET... | GetterType |
Constructors
Type | Name | Description |
---|---|---|
UK2Node_TransitionRuleGetter ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
FText | GetFriendlyName ( ETransitionGetter::Type TypeID ) | |
UEdGraphPin ... | GetOutputPin () | |
bool | IsActionFilteredOut ( FBlueprintActionFilter const& Filt... ) |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
void | GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) | Replacement for GetMenuEntries(). |
bool | IsNodePure () | Returns whether this node is considered 'pure' by the compiler |
void | PreloadRequiredAssets () | Called before compilation begins, giving a blueprint time to force the linker to load data |
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 | CanCreateUnderSpecifiedSchema ( const UEdGraphSchema* DesiredS... ) | Can this node be created under the specified schema. |
FText | GetNodeTitle ( ENodeTitleType::Type TitleType ) | Gets the name of this node, shown in title bar |
FText | GetTooltipText () | Gets the tooltip to display when over the node |
bool | ShowPaletteIconOnNode () | Should we show the Palette Icon for this node on the node title |