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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_MultiWayBlend.h |
Include | #include "AnimGraphNode_MultiWayBlend.h" |
Syntax
class UAnimGraphNode_MultiWayBlend : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)
Variables
Type | Name | Description |
---|---|---|
FAnimNode_Multi... | Node |
Constructors
Type | Name | Description |
---|---|---|
UAnimGraphNode_MultiWayBlend ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
void | AddPinToBlendNode () | Adds a new pose pin. |
void | RemovePinFromBlendNode ( UEdGraphPin* Pin ) |
Overridden from UAnimGraphNode_Base
Type | Name | Description |
---|---|---|
FString | GetNodeCategory () | Gets the menu category this node belongs in. |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
void | ReallocatePinsDuringReconstruction ( TArray< UEdGraphPin* >& OldPi... ) | Reallocate pins during reconstruction; by default ignores the old pins and calls AllocateDefaultPins() If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components) |
Overridden from UEdGraphNode
Type | Name | Description |
---|---|---|
void | GetNodeContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) | Gets a list of actions that can be done to this particular node |
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 |
FText | GetTooltipText () | Gets the tooltip to display when over the node |
void | PostPlacedNewNode () | A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. |