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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h |
Include | #include "AnimGraphNode_CustomProperty.h" |
Syntax
class UAnimGraphNode_CustomProperty :
public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base),
public [IClassVariableCreator](API\Editor\AnimGraph\IClassVariableCreator)
Variables
Functions
Type | Name | Description |
---|---|---|
void | AddSourceTargetProperties ( const FName& InSourcePropertyName, const FName& InTargetPropertyName ) | Add Source and Target Properties - Check FAnimNode_CustomProperty. |
const FAnimN... | GetCustomPropertyNode () | |
FAnimNode_Cu... | GetCustomPropertyNode () | Internal node accessor |
void | GetInstancePinProperty ( const IAnimBlueprintCompilationCont..., UEdGraphPin* InInputPin, FProperty*& OutProperty ) | Gets the property on InOwnerInstanceClass that corresponds to InInputPin. |
FString | GetPinTargetVariableName ( const UEdGraphPin* InPin ) | Gets the unique name for the property linked to a given pin. |
FString | GetPinTargetVariableName ( FName InPinName ) | Gets the unique name for the property linked to a given pin name. |
FString | GetPinTargetVariableNameBase ( FName InPinName ) | Helper function for GetPinTargetVariableName. |
FText | GetPropertyTypeText ( FProperty* Property ) | Gets a property's type as FText (for UI) |
UClass * | GetTargetClass () | Gets Target Class this properties to link. |
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) |
bool | NeedsToSpecifyValidTargetClass () | Whether this node needs a valid target class up-front. |
void | OnInstanceClassChanged ( IDetailLayoutBuilder* DetailBu... ) | User changed the instance class. |
void | OnStructuralPropertyChanged ( IDetailLayoutBuilder* DetailBu... ) | --UI CALLBACKS -- // User changed the instance class etc. |
void | SetCustomPinVisibility ( bool bInVisible, int32 InOptionalPinIndex ) | Sets the visibility of the specified pin, reconstructs the node 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 |
bool | GetPinBindingInfo ( FName InPinName, FName& OutBindingName, FProperty*& OutPinProperty, int32& OutOptionalPinIndex ) | Get the pin binding info for the supplied pin |
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. |
bool | HasBinding ( FName InPropertyName ) | Check whether the specified property is bound via PropertyBindings. |
bool | IsPinBindable ( const UEdGraphPin* InPin ) | Check whether the named pin is bindable. |
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 | 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 UEdGraphNode
Type | Name | Description |
---|---|---|
UObject *... | GetJumpTargetForDoubleClick () | By default return any animation assets we have. |
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 | PinConnectionListChanged ( UEdGraphPin* Pin ) | Called when the connection list of one of the pins of this node is changed in the editor |
Overridden from UObject
Type | Name | Description |
---|---|---|
void | PostDuplicate ( bool bDuplicateForPIE ) | Called after duplication & serialization and before PostLoad. |
void | PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) | Called when a property on this object has been modified externally |
void | Serialize ( FArchive& Ar ) | Handles reading, writing, and reference collecting using FArchive. |
Overridden from IClassVariableCreator
Type | Name | Description |
---|---|---|
void | CreateClassVariablesFromBlueprint ( IAnimBlueprintVariableCreationConte... ) | Implement this in a graph node and the anim BP compiler will call this expecting to generate class variables. |
Deprecated Variables
Type | Name | Description |
---|---|---|
TArray< FName > | ExposedPropertyNames_DEPRECATED | Names of properties the user has chosen to expose. Deprecated, use CustomPinProperties instead. |
TArray< FName > | KnownExposableProperties_DEPRECATED | List of property names we know to exist on the target class, so we can detect when Properties are added or removed on reconstruction Deprecated, use CustomPinProperties instead. |