UAnimGraphNode_Base

This is the base class for any animation graph nodes that generate or consume an animation pose in the animation blend graph.

Unreal Engine C++ API Reference > Editor > AnimGraph

Inheritance Hierarchy

References

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

Syntax

class UAnimGraphNode_Base : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)  

Remarks

This is the base class for any animation graph nodes that generate or consume an animation pose in the animation blend graph.

Any concrete implementations will be paired with a runtime graph node derived from FAnimNode_Base

Variables

Type Name Description
TSet< FName > AlwaysDynamicProperties Properties marked as always dynamic, so they can be set externally
FMemberReferenc... BecomeRelevantFunction Function called when the node becomes relevant, meaning it goes from having no weight to any weight.
EBlueprintUsage BlueprintUsage  
FMemberReferenc... InitialUpdateFunction Function called before the node is updated for the first time.
FOnNodeTitleCha... NodeTitleChangedEvent  
TArray< FName > OldShownPins Old shown pins. Needs to be a member variable to track pin visibility changes between Pre and PostEditChange.
FPinVisibilityC... PinVisibilityChangedEvent  
TMap< FName, FA... PropertyBindings Map from property name->binding info
FOnNodeProperty... PropertyChangeEvent  
TArray< FOption... ShowPinForProperties  
FMemberReferenc... UpdateFunction Function called when the node is updated.

Constructors

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

Functions

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 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 )  
void GetAllAnimationSequencesReferred ( TArray< UAnimationAsset* >& A... ) Populate the supplied arrays with the currently reffered to animation assets.
UAnimationAs... GetAnimationAsset ()  
TSubclassOf<... GetAnimationAssetClass ()  
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 )  
FString GetNodeCategory () Gets the menu category this node belongs in.
UObject *... GetObjectBeingDebugged ()  
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 ()  
UScriptStruc... GetTimePropertyStruct ()  
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 ()  
void OnNodeSelected ( bool bInIsSelected, FEditorModeTools& InModeTools, FAnimNode_Base* InRuntimeNode ) Selection notification callback.
FOnNodeTitle... OnNodeTitleChangedEvent ()  
void OnOverrideAssets ( IAnimBlueprintNodeOverrideAssetsCon... ) Override point for OverrideAssets.
FPinVisibili... OnPinVisibilityChanged ()  
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 ()  
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

Overridden from UK2Node

Type Name Description
bool CanPlaceBreakpoints () Returns whether this node can have breakpoints placed on it in the debugger
void ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) Expands a node while compiling, which may add additional nodes or delete this node
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
void GetNodeAttributes ( TArray< TKeyValuePair< FString, FSt... ) This function returns an arbitrary number of attributes that describe this node for analytics events
void HandleVariableRenamed ( UBlueprint* InBlueprint, UClass* InVariableClass, UEdGraph* InGraph, const FName& InOldVarName, const FName& InNewVarName ) Handle when a variable is renamed in the Blueprint Palette
bool NodeCausesStructuralBlueprintChange () Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
void ReallocatePinsDuringReconstruction ( TArray< UEdGraphPin* >& OldPi... ) Reallocate pins during reconstruction; by default ignores the old pins and calls AllocateDefaultPins() If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)
bool ReferencesFunction ( const FName& InFunctionName, const UStruct* InScope ) Return whether this node references the specified function, identified by a name and guid pair
bool ReferencesVariable ( const FName& InVarName, const UStruct* InScope ) Return whether this node references the specified variable, give the supplied scope.
void ReplaceReferences ( UBlueprint* InBlueprint, UBlueprint* InReplacementBluep..., const FMemberReference& InSource, const FMemberReference& InReplacem... ) Replace any member references of source with replacement
bool ShouldShowNodeProperties () Return whether the node's properties display in the blueprint details panel

Overridden from UEdGraphNode

Type Name Description
void AddPinSearchMetaDataInfo ( const UEdGraphPin* Pin, TArray< struct FSearchTagDataPair >... ) Adds node pin data to the search metadata, override to collect more data that may be desirable to search for
void AddSearchMetaDataInfo ( TArray< struct FSearchTagDataPair >... ) Add's node data to the search metadata, override to collect more data that may be desirable to search for
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 CanCreateUnderSpecifiedSchema ( const UEdGraphSchema* DesiredS... ) Can this node be created under the specified schema.
bool CanJumpToDefinition () Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call)
void DestroyNode () Destroy the specified node
FString GetDocumentationLink () Returns the link used for external documentation for the graph node
UObject *... GetJumpTargetForDoubleClick () By default return any animation assets we have.
FLinearColor GetNodeTitleColor () Gets the draw color of a node's title bar
void GetPinHoverText ( const UEdGraphPin& Pin, FString& HoverTextOut ) Fetch the hover text for a pin when the graph is being edited.
FString GetPinMetaData ( FName InPinName, FName InKey ) Return the requested metadata for the pin if there is any
void JumpToDefinition () Jump to the definition of this node (should only be called if CanJumpToDefinition() return true)
void PinConnectionListChanged ( UEdGraphPin* Pin ) Called when the connection list of one of the pins of this node is changed in the editor
void PinDefaultValueChanged ( UEdGraphPin* Pin ) Called when the DefaultValue of one of the pins of this node is changed in the editor
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 ReconstructNode () Refresh the connectors on a node, preserving as many connections as it can.
bool ShowPaletteIconOnNode () Should we show the Palette Icon for this node on the node title

Overridden from UObject

Type Name Description
void PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) Called when a property on this object has been modified externally
void PostEditUndo () Called after applying a transaction to the object.
void PreEditChange ( FProperty* PropertyAboutToChan... ) This is called when a property is about to be modified externally
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

Classes

Type Name Description
Public struct FAnimPropertyBindingWidgetArgs Arguments used to construct a property binding widget.
Public class FOnNodePropertyChangedEvent Event that observers can bind to so that they are notified about changes made to this node through the property system
Public class FOnNodeTitleChangedEvent Event that is broadcast to inform observers that the node title has changed The default SAnimationGraphNode uses this to invalidate cached node title text
Public class FPinVisibilityChangedEvent Event that observers can bind to so that they are notified about changes to pin visibility.

Typedefs

Name Description
FNodeAttributeArray  

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