UK2Node_AnimGetter

Unreal Engine C++ API Reference > Editor > AnimGraph

Inheritance Hierarchy

References

   
Module AnimGraph
Header /Engine/Source/Editor/AnimGraph/Public/K2Node_AnimGetter.h
Include #include "K2Node_AnimGetter.h"

Syntax

class UK2Node_AnimGetter : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)  

Variables

Type Name Description
FText CachedTitle Cached node title.
TArray< FString... Contexts List of valid contexts for the node.
TObjectPtr< UCl... GetterClass The UAnimInstance derived class that implements the getter we are running.
TObjectPtr< con... SourceAnimBlueprint The anim blueprint that generated this getter.
TObjectPtr< UAn... SourceNode The node that is required for the getter.
TObjectPtr< UAn... SourceStateNode UAnimStateNode doesn't use the same hierarchy so we need to have a seperate property here to handle those.

Functions

Type Name Description
FText GenerateTitle ( UFunction* Getter, UAnimStateNodeBase* SourceStat..., UAnimGraphNode_Base* SourceNod... ) Generates a title for the node based on its function and the context it is in
bool GetterRequiresParameter ( const UFunction* Getter, FString ParamName ) Returns whether or not the provided UFunction requires the named parameter
bool IsActionFilteredOut ( FBlueprintActionFilter const& Filt... )  
bool IsContextValidForSchema ( const UEdGraphSchema* Schema ) Checks the cached context strings to make sure this getter is valid within the provided schema
void PostSpawnNodeSetup ( UEdGraphNode* NewNode, bool bIsTemplateNode, FNodeSpawnData SpawnData ) Passed to blueprint spawners to configure spawned nodes
void RestoreStateMachineNode () Fixes the SourceNode to be the state machine owner of SourceStateNode (if it is not null)
void RestoreStateMachineState () Fixes the SourceStateNode to be the state of the node's owner.
void UpdateCachedTitle () Recache the title, used if the source node or source state changes
void UpdateCachedTitle ( FNodeSpawnData& SpawnData ) Sets CachedTitle for a new node to be created

Overridden from UK2Node

Type Name Description
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().

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
void PostPasteNode () Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor

Overridden from UObject

Type Name Description
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

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