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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h |
Include | #include "AnimationStateMachineSchema.h" |
Syntax
struct FEdGraphSchemaAction_NewStateNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)
Remarks
Action to add a node to the graph
Variables
Type | Name | Description |
---|---|---|
TObjectPtr< UEd... | NodeTemplate |
Constructors
Type | Name | Description |
---|---|---|
FEdGraphSchemaAction_NewStateNode () | ||
FEdGraphSchemaAction_NewStateNode ( FText InNodeCategory, FText InMenuDesc, FText InToolTip, const int32 InGrouping ) |
Functions
Type | Name | Description |
---|---|---|
NodeType ... | SpawnNodeFromTemplate ( UEdGraph* ParentGraph, NodeType* InTemplateNode, const FVector2D Location, bool bSelectNewNode ) |
Overridden from FEdGraphSchemaAction
Type | Name | Description |
---|---|---|
void | AddReferencedObjects ( FReferenceCollector& Collector ) | GC. |
UEdGraphNode... | PerformAction ( UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode ) | Execute this action, given the graph and schema, and possibly a pin that we were dragged from. |