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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimStateAliasNode.h |
Include | #include "AnimStateAliasNode.h" |
Syntax
class UAnimStateAliasNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)
Variables
Type | Name | Description |
---|---|---|
bool | bGlobalAlias | |
FString | StateAliasName |
Constructors
Type | Name | Description |
---|---|---|
UAnimStateAliasNode ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
UAnimStateNo... | GetAliasedState () | Returns null if aliasing more than one state. |
FName | GetAliasedStateNodesPropertyName () | |
const TSet< ... | GetAliasedStates () | |
TSet< TWeakO... | GetAliasedStates () |
Overridden from UAnimStateNodeBase
Type | Name | Description |
---|---|---|
FString | GetDesiredNewNodeName () | Name used as a seed when pasting nodes. |
UEdGraphPin ... | GetInputPin () | |
UEdGraphPin ... | GetOutputPin () | |
FString | GetStateName () |
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. |
void | AutowireNewNode ( UEdGraphPin* FromPin ) | Autowire a newly created node. |
bool | CanDuplicateNode () | Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph |
UObject *... | GetJumpTargetForDoubleClick () | Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin) |
FText | GetNodeTitle ( ENodeTitleType::Type TitleType ) | Gets the name of this node, shown in title bar |
FText | GetTooltipText () | Gets the tooltip to display when over the node |
void | OnRenameNode ( const FString& NewName ) | Called when this node is being renamed after a successful name validation |
void | PostPasteNode () | Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor |
void | PostPlacedNewNode () | A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. |
void | ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) | Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |