UAnimStateTransitionNode

Unreal Engine C++ API Reference > Editor > AnimGraph

Inheritance Hierarchy

References

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

Syntax

class UAnimStateTransitionNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)  

Variables

Type Name Description
float AutomaticRuleTriggerTime When should the automatic transition rule trigger relative to the time remaining on the relevant asset player: < 0 means trigger the transition 'Crossfade Duration' seconds before the end of the asset player, so a standard blend would finish just as the asset player ends >= 0 means trigger the transition 'Automatic Rule Trigger Time' seconds before the end of the asset player
bool bAutomaticRuleBasedOnSequencePlayerInState Try setting the rule automatically based on most relevant asset player node's remaining time and the Automatic Rule Trigger Time of the transition, ignoring the internal time.
bool Bidirectional This transition can go both directions
EAlphaBlendOpti... BlendMode  
TObjectPtr< UBl... BlendProfile The blend profile to use to evaluate this transition per-bone.
TObjectPtr< cla... BoundGraph The transition logic graph for this transition (returning a boolean)
bool bSharedCrossfade The cross-fade settings of this node may be shared
bool bSharedRules The rules for this transition may be shared with other transition nodes
float CrossfadeDuration The duration to cross-fade for.
TObjectPtr< UCu... CustomBlendCurve  
TObjectPtr< cla... CustomTransitionGraph The animation graph for this transition if it uses custom blending (returning a pose)
TEnumAsByte< ET... LogicType What transition logic to use.
int32 PriorityOrder The priority order of this transition.
FLinearColor SharedColor Color we draw in the editor as if we are shared
FGuid SharedCrossfadeGuid  
int32 SharedCrossfadeIdx  
FString SharedCrossfadeName  
FGuid SharedRulesGuid Shared rules guid useful when copying between different state machines
FString SharedRulesName What we call this transition if we are shared ('Transition X to Y' can't be used since its used in multiple places)
FName SyncGroupNameToRequireValidMarkersRule If SyncGroupName is specified, Transition will only be taken if the SyncGroup has valid markers (other transition rules still apply in addition to that).
FAnimNotifyEven... TransitionEnd  
FAnimNotifyEven... TransitionInterrupt  
FAnimNotifyEven... TransitionStart  

Constructors

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

Functions

Type Name Description
void CopyCrossfadeSettings ( const UAnimStateTransitionNode*... )  
void CreateBoundGraph ()  
void CreateConnections ( UAnimStateNodeBase* PreviousSt..., UAnimStateNodeBase* NextState )  
void CreateCustomTransitionGraph ()  
UEdGraph ... GetCustomTransitionGraph ()  
TArray< UAni... GetListTransitionNodesToRelink ( UEdGraphPin* SourcePin, UEdGraphPin* OldTargetPin, const TArray< UEdGraphNode* > ... ) Helper function to gather the transition nodes to be relinked by taking the graph selection into account as well.
UAnimStateNo... GetNextState ()  
UAnimStateNo... GetPreviousState ()  
bool IsBoundGraphShared () Returns true if this nodes BoundGraph is shared with another node in the parent graph
bool IsReverseTrans ( const UAnimStateNodeBase* Node )  
void MakeCrossfadeShareable ( FString ShareName )  
void MakeRulesShareable ( FString ShareName )  
void PropagateCrossfadeSettings ()  
void RelinkHead ( UAnimStateNodeBase* NewTargetS... ) Relink transition head (where the arrow is of a state transition) to a new state.
void UnshareCrossade ()  
void UnshareRules ()  
void UseSharedCrossfade ( const UAnimStateTransitionNode*... )  
void UseSharedRules ( const UAnimStateTransitionNode*... )  
bool ValidateBlendProfile () Validates any currently set blend profile, ensuring it's valid for the current skeleton

Overridden from UAnimStateNodeBase

Type Name Description
void ClearBoundGraph ()  
UEdGraph ... GetBoundGraph ()  
UEdGraphPin ... GetInputPin ()  
UEdGraphPin ... GetOutputPin ()  
FString GetStateName ()  

Overridden from UEdGraphNode

Type Name Description
void AllocateDefaultPins () Allocate default pins for a given node, based only the NodeType, which should already be filled in.
bool CanDuplicateNode () Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph
void DestroyNode () Destroy the specified node
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)
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
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 PinConnectionListChanged ( UEdGraphPin* Pin ) Called when the connection list 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 PrepareForCopying () Perform any steps necessary prior to copying a node into the paste buffer
void ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

Overridden from UObject

Type Name Description
void PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) Called when a property on this object has been modified externally
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.

Deprecated Variables

Type Name Description
TEnumAsByte< ET... CrossfadeMode_DEPRECATED The type of blending to use in the crossfade.

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