UAnimStateAliasNode

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.

Overridden from UObject

Type Name Description
void Serialize ( FArchive& Ar ) UObject.

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