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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h |
Include | #include "AnimGraphNode_LinkedAnimLayer.h" |
Syntax
class UAnimGraphNode_LinkedAnimLayer : public [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-)
Variables
Type | Name | Description |
---|---|---|
FGuid | InterfaceGuid | Guid of the named layer graph we refer to |
FAnimNode_Linke... | Node | |
FDelegateHandle | SetObjectBeingDebuggedHandle | Handle used to hook into object being debugged changing. |
Functions
Type | Name | Description |
---|---|---|
FGuid | GetGuidForLayer () | Helper function to get the interface graph GUID currently in use by the selected layer. |
TSubclassOf<... | GetInterfaceForLayer () | Helper function to get the interface currently in use by the selected layer. |
FName | GetLayerName () | Gets the name of the layer we refer to. |
void | GetLayerNames ( TArray< TSharedPtr< FString >>& Ou..., TArray< TSharedPtr< SToolTip >>& O..., TArray< bool >& OutRestrictedItems ) | --UI CALLBACKS -- // Handlers for layer combo |
FString | GetLayerNameString () | |
void | GetLinkTarget ( UObject*& OutTargetGraph, UBlueprint*& OutTargetBlueprin... ) | |
FAnimNode_Li... | GetPreviewNode () | Get the preview node, if any, when instanced in an animation blueprint and debugged. |
void | HandleInstanceChanged () | |
void | HandleSetObjectBeingDebugged ( UObject* InDebugObj ) | |
bool | HasAvailableLayers () | |
bool | HasValidNonSelfLayer () | |
void | OnLayerChanged ( IDetailLayoutBuilder* DetailBu... ) | |
void | SetLayerName ( FName InName ) | Sets the name of the layer we refer to. |
void | SetupFromLayerId ( FName InLayerId ) | Helper function to setup a newly spawned node. |
void | UpdateGuidForLayer () | Optionally updates layer GUID if it is invalid. |
void | ValidateCircularRefAndNesting ( const UEdGraph* CurrentGraph, const TArray< UEdGraph* >& Al..., TArray< const UEdGraph* > Grap..., bool bWithinLinkedLayerGraph, FCompilerResultsLog& MessageLog ) | Used during compilation to check if the blueprint structure causes any circular references or nested linked layer nodes. |
Overridden from UAnimGraphNode_LinkedAnimGraphBase
Type | Name | Description |
---|---|---|
FString | GetCurrentInstanceBlueprintPath () | Gets path to the currently selected instance class' blueprint. |
FLinearColor | GetDefaultNodeTitleColor () | |
FAnimNode_Li... | GetLinkedAnimGraphNode () | Begin UAnimGraphNode_LinkedAnimGraphBase. |
const FAnimN... | GetLinkedAnimGraphNode () | |
void | HandleFunctionReferenceChanged ( FName InNewName ) | Handler for when the function reference gets re-resolved on node reconstruction. |
bool | OnShouldFilterInstanceBlueprint ( const FAssetData& AssetData ) | Filter callback for blueprints (only accept matching skeletons/interfaces) |
Overridden from UAnimGraphNode_CustomProperty
Type | Name | Description |
---|---|---|
const FAnimN... | GetCustomPropertyNode () | |
FAnimNode_Cu... | GetCustomPropertyNode () | Begin UAnimGraphNode_CustomProperty. |
UClass * | GetTargetSkeletonClass () | Helper used to get the skeleton class we are targeting. |
bool | IsStructuralProperty ( FProperty* InProperty ) | Check whether the specified property is structural (i.e. should we rebuild the UI if it changes) |
Overridden from UAnimGraphNode_Base
Type | Name | Description |
---|---|---|
void | CreateCustomPins ( TArray< UEdGraphPin* >* O... ) | Override point to create custom pins |
void | CustomizeDetails ( IDetailLayoutBuilder& DetailBuilde... ) | Can customize details tab |
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. |
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(). |
bool | IsActionFilteredOut ( FBlueprintActionFilter const& Filt... ) | Determine if the node of this type should be filtered in the actions menu |
Overridden from UEdGraphNode
Type | Name | Description |
---|---|---|
FSlateIcon | GetIconAndTint ( FLinearColor& OutColor ) | |
UObject *... | GetJumpTargetForDoubleClick () | By default return any animation assets we have. |
FText | GetNodeTitle ( ENodeTitleType::Type TitleType ) | Gets the name of this node, shown in title bar |
FText | GetTooltipText () | Gets the tooltip to display when over the node |
bool | HasExternalDependencies ( TArray< class UStruct* >*... ) | Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc). |
void | JumpToDefinition () | Jump to the definition of this node (should only be called if CanJumpToDefinition() return true) |
void | ReconstructNode () | Refresh the connectors on a node, preserving as many connections as it can. |