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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h |
Include | #include "AnimStateNodeBase.h" |
Syntax
class UAnimStateNodeBase : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)
Constructors
Type | Name | Description |
---|---|---|
UAnimStateNodeBase ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
void | ClearBoundGraph () | |
UAnimBluepri... | GetAnimBlueprint () | |
UEdGraph ... | GetBoundGraph () | |
FString | GetDesiredNewNodeName () | Name used as a seed when pasting nodes. |
UEdGraphPin ... | GetInputPin () | |
UEdGraphPin ... | GetOutputPin () | |
FString | GetStateName () | |
void | GetTransitionList ( TArray< class UAnimStateTransitionN..., bool bWantSortedList ) | Populates the OutTransitions array with a list of transition nodes connected to this state. |
Overridden from UEdGraphNode
Type | Name | Description |
---|---|---|
bool | CanCreateUnderSpecifiedSchema ( const UEdGraphSchema* Schema ) | Determine if this node can be created under the specified schema |
bool | CanJumpToDefinition () | Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call) |
FString | GetDocumentationLink () | Gets the animation state node documentation link. |
UObject *... | GetJumpTargetForDoubleClick () | Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin) |
void | JumpToDefinition () | Jump to the definition of this node (should only be called if CanJumpToDefinition() return true) |
TSharedPtr< ... | MakeNameValidator () | Create a name validator for this node |
void | OnRenameNode ( const FString& NewName ) | Called when this node is being renamed after a successful name validation |
void | PostPasteNode () | Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor |