FEdGraphSchemaAction_NewStateNode

Action to add a node to the graph

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.

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