UAnimationStateMachineSchema

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

class UAnimationStateMachineSchema : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)  

Constructors

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

Overridden from UEdGraphSchema

Type Name Description
void BreakNodeLinks ( UEdGraphNode& TargetNode ) Breaks all links from/to a single node
void BreakPinLinks ( UEdGraphPin& TargetPin, bool bSendsNodeNotifcation ) Breaks all links from/to a single pin
void BreakSinglePinLink ( UEdGraphPin* SourcePin, UEdGraphPin* TargetPin ) Breaks the link between two nodes.
const FPinCo... CanCreateConnection ( const UEdGraphPin* A, const UEdGraphPin* B ) Determine if a connection can be created between two pins.
const FPinCo... CanRelinkConnectionToPin ( const UEdGraphPin* OldSourcePi..., const UEdGraphPin* TargetPinCa... ) Determine if a connection can be relinked to the given pin.
bool CreateAutomaticConversionNodeAndConnections ( UEdGraphPin* A, UEdGraphPin* B ) Try to create an automatic cast or other conversion node node to facilitate a connection between two pins.
void CreateDefaultNodesForGraph ( UEdGraph& Graph ) Populate new graph with any default nodes
void DroppedAssetsOnGraph ( const TArray< FAssetData >& Assets, const FVector2D& GraphPosition, UEdGraph* Graph ) Called when asset(s) are dropped onto a graph background.
void DroppedAssetsOnNode ( const TArray< FAssetData >& Assets, const FVector2D& GraphPosition, UEdGraphNode* Node ) Called when asset(s) are dropped onto the specified node
void DroppedAssetsOnPin ( const TArray< FAssetData >& Assets, const FVector2D& GraphPosition, UEdGraphPin* Pin ) Called when asset(s) are dropped onto the specified pin
void GetAssetsNodeHoverMessage ( const TArray< FAssetData >& Assets, const UEdGraphNode* HoverNode, FString& OutTooltipText, bool& OutOkIcon ) Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified node
void GetAssetsPinHoverMessage ( const TArray< FAssetData >& Assets, const UEdGraphPin* HoverPin, FString& OutTooltipText, bool& OutOkIcon ) Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified pin
void GetContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) Gets actions that should be added to the right-click context menu for a node or pin
void GetGraphContextActions ( FGraphContextMenuBuilder& ContextM... ) Get all actions that can be performed when right clicking on a graph or drag-releasing on a graph from a pin
void GetGraphDisplayInformation ( const UEdGraph& Graph, FGraphDisplayInfo& DisplayInfo ) Gets display information for a graph
EGraphType GetGraphType ( const UEdGraph* TestEdGraph )  
FLinearColor GetPinTypeColor ( const FEdGraphPinType& PinType ) Gets the draw color of a pin based on it's type.
bool IsConnectionRelinkingAllowed ( UEdGraphPin* InPin ) Is this schema supporting connection relinking for the given pin?
bool TryCreateConnection ( UEdGraphPin* A, UEdGraphPin* B ) Try to make a connection between two pins.
bool TryRelinkConnectionTarget ( UEdGraphPin* SourcePin, UEdGraphPin* OldTargetPin, UEdGraphPin* NewTargetPin, const TArray< UEdGraphNode* > ... ) Try relinking the connection starting at the old source and target pins and relink it to the new target pin.

Constants

Name Description
PC_Exec  

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