UAnimGraphNode_Mirror

Unreal Engine C++ API Reference > Editor > AnimGraph

Inheritance Hierarchy

References

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

Syntax

class UAnimGraphNode_Mirror : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)  

Variables

Type Name Description
FAnimNode_Mirro... Node  

Overridden from UAnimGraphNode_Base

Type Name Description
void GetOutputLinkAttributes ( FNodeAttributeArray& OutAttributes ) Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.
EAnimAssetHa... SupportsAssetClass ( const UClass* AssetClass ) Returns whether this node supports the supplied asset class
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 UK2Node

Type Name Description
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
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
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
FText GetTooltipText () Gets the tooltip to display when over the node
void PostPlacedNewNode () A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called.

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 PreEditChange ( FProperty* PropertyAboutToChan... ) This is called when a property is about to be modified externally

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