UAnimGraphNode_BlendSpaceGraphBase

Unreal Engine C++ API Reference > Editor > AnimGraph

Inheritance Hierarchy

References

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

Syntax

class UAnimGraphNode_BlendSpaceGraphBase : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)  

Variables

Type Name Description
TObjectPtr< UBl... BlendSpace Internal blendspace.
TSubclassOf< UB... BlendSpaceClass Blendspace class, for template nodes.
TObjectPtr< UBl... BlendSpaceGraph Dummy blendspace graph (used for navigation only)
TArray< TObject... Graphs Linked animation graphs for sample points.
FString SkeletonName Skeleton name used for filtering unloaded assets.

Constructors

Type Name Description
  UAnimGraphNode_BlendSpaceGraphBase ()  

Functions

Type Name Description
UAnimationBl... AddGraph ( FName InSampleName, UAnimSequence* InSequence ) Adds a new graph to the internal array.
UAnimationBl... AddGraphInternal ( FName InSampleName, UAnimSequence* InSequence ) Helper function for AddGraph/ReplaceGraph - builds the new graph but doesn't add it to Graphs array.
UAnimGraphNo... ExpandGraphAndProcessNodes ( UEdGraph* SourceGraph, UAnimGraphNode_Base* SourceRoo..., IAnimBlueprintCompilationContext& ..., IAnimBlueprintGeneratedClassCompile... ) Helper function for compilation.
UBlendSpaceG... GetBlendSpaceGraph () Access the 'dummy' blendspace graph.
FString GetBlendSpaceGraphName () Get the name of the blendspace graph.
FString GetBlendSpaceName () Get the name of the blendspace.
TArrayView< ... GetGraphs () Access the graphs for each sample.
int32 GetSampleIndex ( const UEdGraph* Graph ) Returns the sample index associated with the graph, or -1 if not found
FName GetSyncGroupName ()  
void RemoveGraph ( int32 InSampleIndex ) Removes the graph at the specified index.
void ReplaceGraph ( int32 InSampleIndex, UAnimSequence* InSequence ) Replaces the graph at the specified index.
void SetSyncGroupName ( FName InName ) Set the sync group name assigned to this node.
void SetupFromAsset ( const FAssetData& InAssetData, bool bInIsTemplateNode ) Setup this node from the specified asset.
void SetupFromClass ( TSubclassOf< UBlendSpace > InBlendS..., bool bInIsTemplateNode ) Setup this node from the specified class.

Overridden from UAnimGraphNode_Base

Type Name Description
void CustomizeDetails ( IDetailLayoutBuilder& DetailBuilde... ) Can customize details tab
void CustomizePinData ( UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex ) Customize pin data based on the input
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.
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.
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
void OnProcessDuringCompilation ( IAnimBlueprintCompilationContext& ..., IAnimBlueprintGeneratedClassCompile... ) Process this node's data during compilation (override point)
void PostProcessPinName ( const UEdGraphPin* Pin, FString& DisplayName ) Give the node a chance to change the display name of a pin.

Overridden from UK2Node

Type Name Description
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
void DestroyNode () Destroy the specified node
FSlateIcon GetIconAndTint ( FLinearColor& OutColor )  
UObject *... GetJumpTargetForDoubleClick () By default return any animation assets we have.
FLinearColor GetNodeTitleColor () Gets the draw color of a node's title bar
TArray< UEdG... GetSubGraphs ()  
FText GetTooltipText () Gets the tooltip to display when over the node
void JumpToDefinition () Jump to the definition of this node (should only be called if CanJumpToDefinition() return true)
TSharedPtr< ... MakeNameValidator () Create a name validator for this node
void OnRenameNode ( const FString& NewName ) Called when this node is being renamed after a successful name validation
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.

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