UAnimStateNodeBase

Unreal Engine C++ API Reference > Editor > AnimGraph

Inheritance Hierarchy

References

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

Syntax

class UAnimStateNodeBase : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)  

Constructors

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

Functions

Type Name Description
void ClearBoundGraph ()  
UAnimBluepri... GetAnimBlueprint ()  
UEdGraph ... GetBoundGraph ()  
FString GetDesiredNewNodeName () Name used as a seed when pasting nodes.
UEdGraphPin ... GetInputPin ()  
UEdGraphPin ... GetOutputPin ()  
FString GetStateName ()  
void GetTransitionList ( TArray< class UAnimStateTransitionN..., bool bWantSortedList ) Populates the OutTransitions array with a list of transition nodes connected to this state.

Overridden from UEdGraphNode

Type Name Description
bool CanCreateUnderSpecifiedSchema ( const UEdGraphSchema* Schema ) Determine if this node can 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)
FString GetDocumentationLink () Gets the animation state node documentation link.
UObject *... GetJumpTargetForDoubleClick () Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)
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

Overridden from UObject

Type Name Description
void PostLoad () Do any object-specific cleanup required immediately after loading an object.
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

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