void |
BakeDataDuringCompilation ( FCompilerResultsLog& MessageLog ) |
Gives each visual node a chance to update the node template before it is inserted in the compiled class. |
void |
CopyNodeDataToPreviewNode ( FAnimNode_Base* InPreviewNode ) |
Called to propagate data from the internal node to the preview in Persona. |
void |
CopyPinDefaultsToNodeData ( UEdGraphPin* InPin ) |
Called after editing a default value to update internal node from pin defaults. |
void |
CopyTermDefaultsToDefaultObject ( IAnimBlueprintCopyTermDefaultsConte..., IAnimBlueprintNodeCopyTermDefaultsC..., IAnimBlueprintGeneratedClassCompile... ) |
Copy this node's data during the last phase of compilation where term defaults are copied to the new CDO. |
void |
CreateCustomPins ( TArray< UEdGraphPin* >* O... ) |
Override point to create custom pins |
void |
CreateOutputPins () |
Create any output pins necessary for this node. |
void |
CreatePinsForPoseLink ( FProperty* PoseProperty, int32 ArrayIndex ) |
This will be called when a pose link is found, and can be called with PoseProperty being either of: |
void |
CustomizeDetails ( IDetailLayoutBuilder& DetailBuilde... ) |
Can customize details tab |
void |
CustomizePinData ( UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex ) |
Customize pin data based on the input |
bool |
DoesSupportTimeForTransitionGetter () |
BEGIN Interface to support transition getter if you return true for DoesSupportExposeTimeForTransitionGetter you should implement all below functions |
void |
Draw ( FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* Previe..., const bool bIsSelected, const bool bIsPoseWatchEnabled ) |
Draw function called on nodes that are selected and / or have a pose watch enabled. |
void |
Draw ( FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* Previe... ) |
Draw function for supporting visualization. |
void |
DrawCanvas ( FViewport& InViewport, FSceneView& View, FCanvas& Canvas, USkeletalMeshComponent* Previe... ) |
Canvas draw function to draw to viewport. |
FAnimNode_Ba... |
FindDebugAnimNode ( USkeletalMeshComponent* Previe... ) |
Try to find the preview node instance for this anim graph node |
NodeType ... |
GetActiveInstanceNode ( UObject* AnimInstanceObject ) |
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void |
GetAllAnimationSequencesReferred ( TArray< UAnimationAsset* >& A... ) |
Populate the supplied arrays with the currently reffered to animation assets. |
UAnimationAs... |
GetAnimationAsset () |
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TSubclassOf<... |
GetAnimationAssetClass () |
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UAnimBluepri... |
GetAnimBlueprint () |
Get the animation blueprint to which this node belongs |
void |
GetBoundFunctionsInfo ( TArray< TPair< FName, FName >>& In... ) |
Gets editor information for all the bound anim node functions (category metadata string, member variable's name) Used by SAnimGraphNode to display all bound functions of an anim node. |
FAnimNode_Ba... |
GetDebuggedAnimNode () |
Get the currently-debugged runtime anim node (in the anim BP debugger that this node is currently being edited in) |
TNodeType &#... |
GetDebuggedAnimNode () |
Get the currently-debugged runtime anim node of a specified type (in the anim BP debugger that this node is currently being edited in) |
FEditorModeI... |
GetEditorMode () |
Override this function to push an editor mode when this node is selected |
FAnimNode_Ba... |
GetFNode () |
Get the runtime anim node that we template. |
FStructPrope... |
GetFNodeProperty () |
Gets the animation FNode property represented by this ed graph node. |
UScriptStruc... |
GetFNodeType () |
Gets the animation FNode type represented by this ed graph node. |
void |
GetInputLinkAttributes ( FNodeAttributeArray& OutAttributes ) |
Get the named attribute types that this node takes (absorbs) as inputs. Other attributes are assumed to 'pass through' this node. |
FPoseLinkMap... |
GetLinkIDLocation ( const UScriptStruct* NodeType, UEdGraphPin* InputLinkPin ) |
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FString |
GetNodeCategory () |
Gets the menu category this node belongs in. |
UObject *... |
GetObjectBeingDebugged () |
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void |
GetOnScreenDebugInfo ( TArray< FText >& DebugInfo, FAnimNode_Base* RuntimeAnimNod..., USkeletalMeshComponent* Previe... ) |
Function to collect strings from nodes to display in the viewport. |
void |
GetOutputLinkAttributes ( FNodeAttributeArray& OutAttributes ) |
Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node. |
void |
GetPinAssociatedProperty ( const UScriptStruct* NodeType, const UEdGraphPin* InputPin, FProperty*& OutProperty, int32& OutIndex ) |
Get the property (and possibly array index) associated with the supplied pin |
bool |
GetPinBindingInfo ( FName InPinName, FName& OutBindingName, FProperty*& OutPinProperty, int32& OutOptionalPinIndex ) |
Get the pin binding info for the supplied pin |
FProperty &#... |
GetPinProperty ( FName InPinName ) |
Get the property corresponding to a pin. For array element pins returns the outer array property. Returns null if a property cannot be found. |
FProperty &#... |
GetPinProperty ( const UEdGraphPin* InPin ) |
Get the property corresponding to a pin. For array element pins returns the outer array property. Returns null if a property cannot be found. |
const UAnimG... |
GetProxyNodeForAttributes () |
Some anim graph nodes can act as proxies to outer nodes (e.g. sink nodes in nested graphs). |
void |
GetRequiredExtensions ( TArray< TSubclassOf< UAnimBlueprint... ) |
Get the extension types that this node type holds on the anim blueprint. Some extension types are always requested by the system. |
FName |
GetTag () |
Get the tag for this node, if any. |
const TCHAR ... |
GetTimePropertyName () |
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UScriptStruc... |
GetTimePropertyStruct () |
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void |
HandleAnimReferenceCollection ( UAnimationAsset* AnimAsset, TArray< UAnimationAsset* >& A... ) |
Helper function for GetAllAnimationSequencesReferred. |
void |
HandleAnimReferenceReplacement ( TObjectPtr< AssetType >& OriginalA..., const TMap< UAnimationAsset*, ... ) |
Helper function for ReplaceReferredAnimations. |
void |
HandleAnimReferenceReplacement ( AssetType*& OriginalAsset, const TMap< UAnimationAsset*, ... ) |
Helper function for ReplaceReferredAnimations. |
bool |
HasBinding ( FName InPropertyName ) |
Check whether the specified property is bound via PropertyBindings. |
void |
InternalPinCreation ( TArray< UEdGraphPin* >* O... ) |
Allocates or reallocates pins. |
bool |
IsPinBindable ( const UEdGraphPin* InPin ) |
Check whether the named pin is bindable. |
bool |
IsPinExposedAndBound ( const FString& InPinName, const EEdGraphPinDirection InDirect... ) |
Helper function to check whether a pin is valid and bound via property access |
bool |
IsPinExposedAndLinked ( const FString& InPinName, const EEdGraphPinDirection Directio... ) |
Helper function to check whether a pin is valid and linked to something else in the graph |
bool |
IsPinUnlinkedUnboundAndUnset ( const FString& InPinName, const EEdGraphPinDirection InDirect... ) |
Helper function to check whether a pin is not linked, not bound via property access and still has its default value |
bool |
IsPoseWatchable () |
Whether or not you can add a pose watch on this node. |
bool |
IsPotentiallyBoundFunction ( const FMemberReference& FunctionRe... ) |
Check if a specified function reference appears to be valid by inspecting only the validity of the name and guid. |
bool |
IsSinkNode () |
Is this node a sink that has no pose outputs? |
TSharedRef< ... |
MakePropertyBindingWidget ( const FAnimPropertyBindingWidgetArg... ) |
Make a property binding widget to edit the bindings of the passed-in nodes. |
void |
OnCopyTermDefaultsToDefaultObject ( IAnimBlueprintCopyTermDefaultsConte..., IAnimBlueprintNodeCopyTermDefaultsC..., IAnimBlueprintGeneratedClassCompile... ) |
Override point for CopyTermDefaultsToDefaultObject Copy this node's data during the last phase of compilation where term defaults are copied to the new CDO |
FOnNodePrope... |
OnNodePropertyChanged () |
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void |
OnNodeSelected ( bool bInIsSelected, FEditorModeTools& InModeTools, FAnimNode_Base* InRuntimeNode ) |
Selection notification callback. |
FOnNodeTitle... |
OnNodeTitleChangedEvent () |
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void |
OnOverrideAssets ( IAnimBlueprintNodeOverrideAssetsCon... ) |
Override point for OverrideAssets. |
FPinVisibili... |
OnPinVisibilityChanged () |
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void |
OnPoseWatchChanged ( const bool IsPoseWatchEnabled, TObjectPtr< class UPoseWatch > InPo..., FEditorModeTools& InModeTools, FAnimNode_Base* InRuntimeNode ) |
Pose Watch change notification callback. |
void |
OnProcessDuringCompilation ( IAnimBlueprintCompilationContext& ..., IAnimBlueprintGeneratedClassCompile... ) |
Process this node's data during compilation (override point) |
void |
OverrideAssets ( IAnimBlueprintNodeOverrideAssetsCon... ) |
Called to override the assets held on a runtime anim node. Implements per-node logic for child anim blueprints. |
void |
PostEditRefreshDebuggedComponent () |
Refreshes the debugged component post-edit. |
void |
PostProcessPinName ( const UEdGraphPin* Pin, FString& DisplayName ) |
Give the node a chance to change the display name of a pin. |
void |
ProcessDuringCompilation ( IAnimBlueprintCompilationContext& ..., IAnimBlueprintGeneratedClassCompile... ) |
Process this node's data during compilation. |
void |
RecalculateBindingType ( FAnimGraphNodePropertyBinding& InB... ) |
Helper function used to refresh the type of a binding. |
void |
ReplaceReferredAnimations ( const TMap< UAnimationAsset*, ... ) |
Replace references to animations that exist in the supplied maps. |
void |
SetPinVisibility ( bool bInVisible, int32 InOptionalPinIndex ) |
Sets the visibility of the specified pin, reconstructs the node if it changes. |
void |
SetTag ( FName InTag ) |
Set the tag for this node. |
void |
SetTagInternal ( FName InTag ) |
Set the tag for this node but without regenerating any BP data for tagging. |
bool |
ShouldCreateStructEvalHandlers () |
Whether this node should create BP evaluation handlers as part of compilation. |
bool |
ShouldShowAttributesOnPins () |
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EAnimAssetHa... |
SupportsAssetClass ( const UClass* AssetClass ) |
Returns whether this node supports the supplied asset class |
bool |
UsingCopyPoseFromMesh () |
If using CopyPoseFromMesh, the AnimBlueprint Compiler will cache this off for optimizations. |
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. |
void |
ValidateAnimNodePostCompile ( FCompilerResultsLog& MessageLog, UAnimBlueprintGeneratedClass* ..., int32 CompiledNodeIndex ) |
Gives each visual node a chance to validate that they are still valid in the context of the compiled class, giving a last shot at error or warning generation after primary compilation is finished. |
void |
ValidateFunctionRef ( FName InPropertyName, const FMemberReference& InRef, const FText& InFunctionName, FCompilerResultsLog& MessageLog ) |
Helper function used to validate anim node function references |