UAnimStateConduitNode

Unreal Engine C++ API Reference > Editor > AnimGraph

Inheritance Hierarchy

References

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

Syntax

class UAnimStateConduitNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)  

Variables

Type Name Description
TObjectPtr< cla... BoundGraph The transition graph for this conduit; it's a logic graph, not an animation graph.

Constructors

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

Overridden from UAnimStateNodeBase

Type Name Description
void ClearBoundGraph ()  
UEdGraph ... GetBoundGraph ()  
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
void DestroyNode () Destroy the specified node
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
TArray< UEdG... GetSubGraphs ()  
FText GetTooltipText () Gets the tooltip to display when over the node
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.

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library