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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h |
Include | #include "AnimationGraphSchema.h" |
Syntax
class UAnimationGraphSchema : public [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2)
Variables
Type | Name | Description |
---|---|---|
FName | DefaultEvaluationHandlerName | |
FName | NAME_AlwaysAsPin | |
FName | NAME_CustomizeProperty | |
FName | NAME_NeverAsPin | |
FName | NAME_OnEvaluate | |
FName | NAME_PinHiddenByDefault | |
FName | NAME_PinShownByDefault | |
FString | PN_SequenceName | Common PinNames. |
Constructors
Type | Name | Description |
---|---|---|
UAnimationGraphSchema ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
void | AutoArrangeInterfaceGraph ( UEdGraph& Graph ) | Auto-arranges a graph's inputs and outputs. Does nothing to nodes that are not roots or inputs |
void | ConformAnimGraphToInterface ( UBlueprint* InBlueprint, UEdGraph& InGraph, UFunction* InFunction ) | Conforms an anim graph to an interface function |
void | ConformAnimLayersByGuid ( const UAnimBlueprint* InAnimBl..., const FBPInterfaceDescription& Cur... ) | Conforms anim layer nodes to an interface desc by GUID |
FVector2D | GetPositionForNewLinkedInputPoseNode ( UEdGraph& InGraph ) | Find a position for a newly created linked input pose |
void | HideUnboundPropertyPins ( UAnimGraphNode_LinkedAnimGraphBase ... ) | Unexpose pins that are unused on a linked anim graph node |
bool | IsComponentSpacePosePin ( const FEdGraphPinType& PinType ) | Checks to see whether the passed-in pin type is a component space pose pin |
bool | IsLocalSpacePosePin ( const FEdGraphPinType& PinType ) | Checks to see whether the passed-in pin type is a local space pose pin |
bool | IsPosePin ( const FEdGraphPinType& PinType ) | Checks to see whether the passed-in pin type is a pose pin (local or component space) |
TSharedPtr< ... | MakeBindingWidgetForPin ( const TArray< UAnimGraphNode_Base&..., FName InPinName, bool bInOnGraphNode, TAttribute< bool > bInIsEnabled ) | Create a binding widget for the specified named pin on the specified anim graph nodes |
FEdGraphPinT... | MakeComponentSpacePosePin () | Makes a component space pose pin type |
FEdGraphPinT... | MakeLocalSpacePosePin () | Makes a local space pose pin type |
void | SpawnNodeFromAsset ( UAnimationAsset* Asset, const FVector2D& GraphPosition, UEdGraph* Graph, UEdGraphPin* PinIfAvailable ) | Spawn the correct node in the Animation Graph using the given AnimationAsset at the supplied location |
void | SpawnRigidBodyNodeFromAsset ( UPhysicsAsset* Asset, const FVector2D& GraphPosition, UEdGraph* Graph ) | Spawn a rigid body node if we drop a physics asset on the graph |
void | UpdateNodeWithAsset ( UK2Node* K2Node, UAnimationAsset* Asset ) | Update the specified node to a new asset |
Overridden from UEdGraphSchema_K2
Type | Name | Description |
---|---|---|
void | CreateFunctionGraphTerminators ( UEdGraph& Graph, UClass* Class ) | Populate new function graph with entry and possibly return node |
const FPinCo... | DetermineConnectionResponseOfCompatibleTypedPins ( const UEdGraphPin* PinA, const UEdGraphPin* PinB, const UEdGraphPin* InputPin, const UEdGraphPin* OutputPin ) | Returns the connection response for connecting PinA to PinB, which have already been determined to be compatible types with a compatible direction. |
bool | DoesSupportAnimNotifyActions () | Some inherited schemas don't want anim-notify actions listed, so this is an easy way to check that |
bool | DoesSupportCollapsedNodes () | Determine if this graph supports collapsing nodes into subgraphs |
bool | DoesSupportEventDispatcher () | Determine if this graph supports event dispatcher |
TOptional< F... | SearchForAutocastFunction ( const FEdGraphPinType& OutputPinTy..., const FEdGraphPinType& InputPinTyp... ) |
Overridden from UEdGraphSchema
Type | Name | Description |
---|---|---|
bool | ArePinsCompatible ( const UEdGraphPin* PinA, const UEdGraphPin* PinB, const UClass* CallingContext, bool bIgnoreArray ) | Returns true if the types and directions of two pins are schema compatible. |
FReply | BeginGraphDragAction ( TSharedPtr< FEdGraphSchemaAction > ..., const FPointerEvent& MouseEvent ) | Begins a drag and drop action to drag a graph action into another graph |
bool | CanDuplicateGraph ( UEdGraph* InSourceGraph ) | Can this graph type be duplicated? |
bool | CanGraphBeDropped ( TSharedPtr< FEdGraphSchemaAction > ... ) | Can the function graph be dropped into another graph |
bool | CanShowDataTooltipForPin ( const UEdGraphPin& Pin ) | Checks to see if a pin supports Pin Value Inspection Tooltips |
bool | CreateAutomaticConversionNodeAndConnections ( UEdGraphPin* A, UEdGraphPin* B ) | Try to create an automatic cast or other conversion node node to facilitate a connection between two pins. |
void | CreateDefaultNodesForGraph ( UEdGraph& Graph ) | Populate new graph with any default nodes |
void | DroppedAssetsOnGraph ( const TArray< FAssetData >& Assets, const FVector2D& GraphPosition, UEdGraph* Graph ) | Called when asset(s) are dropped onto a graph background. |
void | DroppedAssetsOnNode ( const TArray< FAssetData >& Assets, const FVector2D& GraphPosition, UEdGraphNode* Node ) | Called when asset(s) are dropped onto the specified node |
void | DroppedAssetsOnPin ( const TArray< FAssetData >& Assets, const FVector2D& GraphPosition, UEdGraphPin* Pin ) | Called when asset(s) are dropped onto the specified pin |
void | GetAssetsGraphHoverMessage ( const TArray< FAssetData >& Assets, const UEdGraph* HoverGraph, FString& OutTooltipText, bool& OutOkIcon ) | Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified graph |
void | GetAssetsNodeHoverMessage ( const TArray< FAssetData >& Assets, const UEdGraphNode* HoverNode, FString& OutTooltipText, bool& OutOkIcon ) | Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified node |
void | GetAssetsPinHoverMessage ( const TArray< FAssetData >& Assets, const UEdGraphPin* HoverPin, FString& OutTooltipText, bool& OutOkIcon ) | Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified pin |
void | GetContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) | Gets actions that should be added to the right-click context menu for a node or pin |
void | GetGraphDisplayInformation ( const UEdGraph& Graph, FGraphDisplayInfo& DisplayInfo ) | Gets display information for a graph |
EGraphType | GetGraphType ( const UEdGraph* TestEdGraph ) | |
FText | GetPinDisplayName ( const UEdGraphPin* Pin ) | Get the name to show in the editor |
FLinearColor | GetPinTypeColor ( const FEdGraphPinType& PinType ) | Gets the draw color of a pin based on it's type. |
void | HandleGraphBeingDeleted ( UEdGraph& GraphBeingRemoved ) | Handle a graph being removed by the user (potentially removing associated bound nodes, etc...) |
bool | ShouldAlwaysPurgeOnModification () | When a node is removed, this method determines whether we should remove it immediately or use the old (slower) code path that results in all node being recreated: |
bool | TryCreateConnection ( UEdGraphPin* A, UEdGraphPin* B ) | Try to make a connection between two pins. |
Deprecated Functions
Type | Name | Description |
---|---|---|
FVector2D | GetPositionForNewSubInputNode ( UEdGraph& InGraph ) | Function renamed, please use GetPositionForNewLinkedInputPoseNode |
bool | SearchForAutocastFunction ( const FEdGraphPinType& OutputPinTy..., const FEdGraphPinType& InputPinTyp..., FName& TargetFunction, UClass*& FunctionOwner ) | Use the FSearchForAutocastFunctionResults variant. |