UAnimGraphNode_LinkedAnimGraphBase

Unreal Engine C++ API Reference > Editor > AnimGraph

Inheritance Hierarchy

References

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

Syntax

class UAnimGraphNode_LinkedAnimGraphBase :  
    public [UAnimGraphNode_CustomProperty](API\Editor\AnimGraph\UAnimGraphNode_CustomProperty),  
    public [IK2Node_EventNodeInterface](API\Editor\BlueprintGraph\IK2Node_EventNodeInterface)  

Variables

Type Name Description
bool bIsInterfaceBlueprint Interface flag used for filtering unloaded classes.
bool bIsTemplateAnimBlueprint Template flag used for filtering unloaded classes.
FMemberReferenc... FunctionReference Reference to the stub function that this node uses.
FString SkeletonName Skeleton name used for filtering unloaded classes.

Functions

Type Name Description
void AllocatePoseLinks () Called pre-compilation to allocate pose links.
void GenerateExposedPinsDetails ( IDetailLayoutBuilder& DetailBuilde... ) Generates widgets for exposing/hiding Pins for this node using the provided detail builder
FString GetCurrentInstanceBlueprintPath () Gets path to the currently selected instance class' blueprint.
FLinearColor GetDefaultNodeTitleColor ()  
FAnimNode_Li... GetLinkedAnimGraphNode () Node accessor.
const FAnimN... GetLinkedAnimGraphNode ()  
void HandleFunctionReferenceChanged ( FName InNewName ) Handler for when the function reference gets re-resolved on node reconstruction.
bool HasInstanceLoop () Finds out whether there is a loop in the graph formed by linked instances from this node.
bool HasInstanceLoop_Recursive ( UAnimGraphNode_LinkedAnimGraphBase ..., TArray< FGuid >& VisitedNodes, TArray< FGuid >& NodeStack ) Finds out whether there is a loop in the graph formed by linked instances from CurrNode, used by HasInstanceLoop.
void IterateFunctionParameters ( UFunction* InFunction, TFunctionRef< void(const FName&, c... ) Helper func for generating pins.
void OnSetInstanceBlueprint ( const FAssetData& AssetData, IDetailLayoutBuilder* InDetail... ) Instance blueprint was changed by user.
bool OnShouldFilterInstanceBlueprint ( const FAssetData& AssetData ) Filter callback for blueprints (only accept matching skeletons/interfaces)

Overridden from UAnimGraphNode_CustomProperty

Type Name Description
bool IsStructuralProperty ( FProperty* InProperty ) Check whether the specified property is structural (i.e. should we rebuild the UI if it changes)
bool NeedsToSpecifyValidTargetClass () Whether this node needs a valid target class up-front.

Overridden from UAnimGraphNode_Base

Type Name Description
void CreateOutputPins () Create any output pins necessary for this node.
void CustomizeDetails ( IDetailLayoutBuilder& DetailBuilde... ) Can customize details tab
FPoseLinkMap... GetLinkIDLocation ( const UScriptStruct* NodeType, UEdGraphPin* SourcePin )  
void GetOutputLinkAttributes ( FNodeAttributeArray& OutAttributes ) Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.
void GetRequiredExtensions ( TArray< TSubclassOf< UAnimBlueprint... ) Get the extension types that this node type holds on the anim blueprint. Some extension types are always requested by the system.
void OnCopyTermDefaultsToDefaultObject ( IAnimBlueprintCopyTermDefaultsConte..., IAnimBlueprintNodeCopyTermDefaultsC..., IAnimBlueprintGeneratedClassCompile... ) Override point for CopyTermDefaultsToDefaultObject Copy this node's data during the last phase of compilation where term defaults are copied to the new CDO
bool ShouldShowAttributesOnPins ()  
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
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.

Overridden from UEdGraphNode

Type Name Description
FSlateIcon GetIconAndTint ( FLinearColor& OutColor )  
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

Overridden from UObject

Type Name Description
void PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) Called when a property on this object has been modified externally
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

Overridden from IK2Node_EventNodeInterface

Type Name Description
TSharedPtr< ... GetEventNodeAction ( const FText& ActionCategory )  

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