UAnimBlueprintExtension_PropertyAccess

Unreal Engine C++ API Reference > Editor > AnimGraph

Inheritance Hierarchy

References

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

Syntax

class UAnimBlueprintExtension_PropertyAccess : public [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension)  

Functions

Type Name Description
FPropertyAcc... AddCopy ( TArrayView< FString > InSourcePath, TArrayView< FString > InDestPath, const FName& InContextId, UObject* InObject ) Add a copy to the property access library we are compiling
bool ContextRequiresCachedVariable ( FName InName ) Whether a context name requires an auto-generated variable to be cached for an access.
void ExpandPropertyAccess ( FKismetCompilerContext& InCompiler..., TArrayView< FString > InSourcePath, UEdGraph* InParentGraph, UEdGraphPin* InTargetPin ) Expands a property access path to a pure chain of BP nodes.
FCompiledPro... GetCompiledHandle ( FPropertyAccessHandle InHandle ) Maps the initial copy handle to a true handle, post compilation.
FText GetCompiledHandleContext ( FCompiledPropertyAccessHandle InHan... ) Maps a compiled handle back to a human-readable context.
FText GetCompiledHandleContextDesc ( FCompiledPropertyAccessHandle InHan... ) Maps a compiled handle back to a human-readable context description.
FOnPostLibra... OnPostLibraryCompiled () Delegate called when the library is compiled (whether successfully or not)
FSimpleMulti... OnPreLibraryCompiled () Delegate called when the library is compiled (whether successfully or not)

Constants

Name Description
ContextId_Automatic Try to determine the context in which this property access can safely be performed.
ContextId_Batched_GameThreadPostEventGraph Executed batched on the game thread after the event graph is run.
ContextId_Batched_GameThreadPreEventGraph Executed batched on the game thread before the event graph is run.
ContextId_Batched_WorkerThreadPostEventGraph Executed batched on the game thread after the event graph is run.
ContextId_Batched_WorkerThreadPreEventGraph Executed batched on the game thread before the event graph is run.
ContextId_UnBatched_ThreadSafe Can safely be executed on worker threads.

Deprecated Functions

Type Name Description
int32 AddCopy ( TArrayView< FString > InSourcePath, TArrayView< FString > InDestPath, EPropertyAccessBatchType InBatchTyp..., UObject* InObject ) Please use AddCopy with a context ID
int32 MapCopyIndex ( int32 InIndex ) Please use GetCompiledHandle

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