UAnimGraphNode_AssetPlayerBase

Helper / intermediate for asset player graphical nodes

Unreal Engine C++ API Reference > Editor > AnimGraph

Inheritance Hierarchy

References

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

Syntax

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

Remarks

Helper / intermediate for asset player graphical nodes

Variables

Type Name Description
FString UnloadedSkeletonName Used for filtering in the Blueprint context menu when the sequence asset this node uses is unloaded

Functions

Type Name Description
void CopySettingsFromAnimationAsset ( UAnimationAsset* Asset ) Override this to copy any relevant settings from the animation asset used when creating a node with a drag/drop operation.
void GetMenuActionsHelper ( FBlueprintActionDatabaseRegistrar&..., TSubclassOf< UAnimGraphNode_Base > ..., const TArray< TSubclassOf< UObject ..., const TArray< TSubclassOf< UObject ..., const TFunctionRef< FText(const FAs..., const TFunctionRef< FText(const FAs..., const TFunction< void(UEdGraphNode ..., const TFunction< void(UEdGraphNode ..., const TFunction< FText(const FAsset... ) Helper function to gather menu actions from specific asset types supported by this node.
FText GetNodeTitleForAsset ( ENodeTitleType::Type InTitleType, UAnimationAsset* InAsset, const FText& InAssetDesc, const TFunction< FText(UAnimationAs... )  
FText GetNodeTitleHelper ( ENodeTitleType::Type InTitleType, UEdGraphPin* InAssetPin, const FText& InAssetDesc, const TFunction< FText(UAnimationAs... ) Helper functions to build a title for an asset player node.
void PreloadRequiredAssetsHelper ( UAnimationAsset* InAsset, UEdGraphPin* InExposedPin ) Helper function to preload required assets (including those referenced on pins)
void SetAnimationAsset ( UAnimationAsset* Asset )  
void SetupNewNode ( UEdGraphNode* InNewNode, bool bInIsTemplateNode, const FAssetData InAssetData ) Default setup function that can be used with GetMenuActionsHalper.
void ValidateAnimNodeDuringCompilationHelper ( USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog, UAnimationAsset* InAsset, TSubclassOf< UAnimationAsset > InAs..., UEdGraphPin* InExposedPin, FName InPropertyName ) Helper function to validate player nodes.

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.
void OnProcessDuringCompilation ( IAnimBlueprintCompilationContext& ..., IAnimBlueprintGeneratedClassCompile... ) UAnimGraphNode_Base interface
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
bool IsActionFilteredOut ( FBlueprintActionFilter const& Filt... ) UK2Node interface

Overridden from UEdGraphNode

Type Name Description
FText GetTooltipText () Gets the tooltip to display when over the node
void PinConnectionListChanged ( UEdGraphPin* Pin ) UEdGraphNode interface
void PinDefaultValueChanged ( UEdGraphPin* Pin ) Called when the DefaultValue of one of the pins of this node is changed in the editor

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 ) UObject interface

Deprecated Variables

Type Name Description
FAnimationGroup... SyncGroup_DEPRECATED Deprecated - sync group data is held on the contained FAnimNode_Base.

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