UAnimGraphNode_BlendListByEnum

Unreal Engine C++ API Reference > Editor > AnimGraph

Inheritance Hierarchy

References

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

Syntax

class UAnimGraphNode_BlendListByEnum :  
    public [UAnimGraphNode_BlendListBase](API\Editor\AnimGraph\UAnimGraphNode_BlendListBase),  
    public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface)  

Variables

Type Name Description
TObjectPtr< UEn... BoundEnum Name of the enum being switched on
FAnimNode_Blend... Node  
TArray< FName > VisibleEnumEntries  

Constructors

Type Name Description
  UAnimGraphNode_BlendListByEnum ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void ExposeEnumElementAsPin ( FName EnumElementName ) Exposes a pin corresponding to the specified element name.
void GetPinInformation ( const FString& InPinName, int32& Out_PinIndex, bool& Out_bIsPosePin, bool& Out_bIsTimePin ) Gets information about the specified pin. If both bIsPosePin and bIsTimePin are false, the index is meaningless.
void RemovePinFromBlendList ( UEdGraphPin* Pin )  

Overridden from UAnimGraphNode_Base

Type Name Description
void BakeDataDuringCompilation ( FCompilerResultsLog& MessageLog ) Gives each visual node a chance to update the node template before it is inserted in the compiled class.
void CustomizePinData ( UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex ) Customize pin data based on the input
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
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
void PreloadRequiredAssets () Called before compilation begins, giving a blueprint time to force the linker to load data

Overridden from UEdGraphNode

Type Name Description
void GetNodeContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) Gets a list of actions that can be done to this particular node
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

Overridden from UObject

Type Name Description
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

Overridden from INodeDependingOnEnumInterface

Type Name Description
UEnum * GetEnum ()  
void ReloadEnum ( UEnum* InEnum )  
bool ShouldBeReconstructedAfterEnumChanged ()  

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