UAnimationGraphSchema

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.

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