UAnimGraphNode_LinkedAnimLayer

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.

Overridden from UObject

Type Name Description
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

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