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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Mirror.h |
Include | #include "AnimGraphNode_Mirror.h" |
Syntax
class UAnimGraphNode_Mirror : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
Variables
Type | Name | Description |
---|---|---|
FAnimNode_Mirro... | Node |
Overridden from UAnimGraphNode_Base
Type | Name | Description |
---|---|---|
void | GetOutputLinkAttributes ( FNodeAttributeArray& OutAttributes ) | Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node. |
EAnimAssetHa... | SupportsAssetClass ( const UClass* AssetClass ) | Returns whether this node supports the supplied asset class |
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. |
bool | IsActionFilteredOut ( FBlueprintActionFilter const& Filt... ) | Determine if the node of this type should be filtered in the actions menu |
void | PreloadRequiredAssets () | Called before compilation begins, giving a blueprint time to force the linker to load data |
Overridden from UEdGraphNode
Type | Name | Description |
---|---|---|
FText | GetNodeTitle ( ENodeTitleType::Type TitleType ) | Gets the name of this node, shown in title bar |
FLinearColor | GetNodeTitleColor () | Gets the draw color of a node's title bar |
FText | GetTooltipText () | Gets the tooltip to display when over the node |
void | PostPlacedNewNode () | A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. |
Overridden from UObject
Type | Name | Description |
---|---|---|
void | PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) | Called when a property on this object has been modified externally |
void | PostLoad () | Do any object-specific cleanup required immediately after loading an object. |
void | PreEditChange ( FProperty* PropertyAboutToChan... ) | This is called when a property is about to be modified externally |