UAnimGraphNode_SkeletalControlBase

This is the base class for the 'source version' of all skeletal control animation graph nodes (nodes that manipulate the pose rather than playing animations to create a pose or blending between poses)

Unreal Engine C++ API Reference > Editor > AnimGraph

Inheritance Hierarchy

References

   
Module AnimGraph
Header /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SkeletalControlBase.h
Include #include "AnimGraphNode_SkeletalControlBase.h"

Syntax

class UAnimGraphNode_SkeletalControlBase : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)  

Remarks

This is the base class for the 'source version' of all skeletal control animation graph nodes (nodes that manipulate the pose rather than playing animations to create a pose or blending between poses)

Concrete subclasses should contain a member struct derived from FAnimNode_SkeletalControlBase

Constructors

Type Name Description
  UAnimGraphNode_SkeletalControlBase ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
FText GetControllerDescription () Returns the short descriptive name of the controller.
FAnimNode_Sk... GetDebuggedNode ()  
void GetDefaultValue ( const FName PropName, FRotator& OutValue )  
void GetDefaultValue ( const FName UpdateDefaultValueName, FVector& OutVec ) Get literal value for vector
const FAnimN... GetNode ()  
ValueType GetNodeValue ( const FName PropName, const ValueType& CompileNodeValue )  
bool IsPinShown ( const FName PinName ) Are we currently showing this pin
void SetDefaultValue ( const FName InDefaultValueName, const FVector& InValue ) Set literal value for FVector
void SetDefaultValue ( const FName PropName, const FRotator& InValue )  
void SetNodeValue ( const FName PropName, ValueType& CompileNodeValue, const ValueType& InValue )  

Overridden from UAnimGraphNode_Base

Type Name Description
void CreateOutputPins () Create any output pins necessary for this node.
void CustomizeDetails ( IDetailLayoutBuilder& DetailBuilde... ) Can customize details tab
void CustomizePinData ( UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex ) Customize pin data based on the input
FString GetNodeCategory () Gets the menu category this node belongs in.
void ValidateAnimNodePostCompile ( FCompilerResultsLog& MessageLog, UAnimBlueprintGeneratedClass* ..., int32 CompiledNodeIndex ) Gives each visual node a chance to validate that they are still valid in the context of the compiled class, giving a last shot at error or warning generation after primary compilation is finished.

Overridden from UEdGraphNode

Type Name Description
FLinearColor GetNodeTitleColor () Gets the draw color of a node's title bar
FText GetTooltipText () Gets the tooltip to display when over the node
FText GetVisualWarningTooltipText () Visual Warning tooltip message to show
bool ShowVisualWarning () If true, this node whill show the Visual Warning message

Overridden from UObject

Type Name Description
void PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) Called when a property on this object has been modified externally

Deprecated Functions

Type Name Description
int32 ChangeToNextWidgetMode ( const USkeletalMeshComponent* ..., int32 CurWidgetMode ) This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
FQuat ConvertCSRotationToBoneSpace ( const USkeletalMeshComponent* ..., FRotator& InCSRotator, FCSPose< FCompactHeapPose >& MeshB..., const FName& BoneName, const EBoneControlSpace Space ) This function is moved to FAnimNodeEditMode. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
FVector ConvertCSVectorToBoneSpace ( const USkeletalMeshComponent* ..., FVector& InCSVector, FCSPose< FCompactHeapPose >& MeshB..., const FName& BoneName, const EBoneControlSpace Space ) This function is moved to FAnimNodeEditMode. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
void ConvertToComponentSpaceTransform ( const USkeletalMeshComponent* ..., const FTransform& InTransform, FTransform& OutCSTransform, int32 BoneIndex, EBoneControlSpace Space ) This function is moved to FAnimNodeEditMode. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
FVector ConvertWidgetLocation ( const USkeletalMeshComponent* ..., FCSPose< FCompactHeapPose >& InMes..., const FName& BoneName, const FVector& InLocation, const EBoneControlSpace Space ) This function is moved to FAnimNodeEditMode. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
void CopyNodeDataFrom ( const FAnimNode_Base* NewAnimN... ) This function is deprecated and is no longer used
void CopyNodeDataTo ( FAnimNode_Base* OutAnimNode ) This function is deprecated and is no longer used, please use CopyNodeDataToPreviewNode
void DeselectActor ( USkeletalMeshComponent* SkelCo... ) This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
void DoRotation ( const USkeletalMeshComponent* ..., FRotator& Rotation, FAnimNode_Base* InOutAnimNode ) This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
void DoScale ( const USkeletalMeshComponent* ..., FVector& Scale, FAnimNode_Base* InOutAnimNode ) This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
void DoTranslation ( const USkeletalMeshComponent* ..., FVector& Drag, FAnimNode_Base* InOutAnimNode ) This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
FName FindSelectedBone () This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
int32 GetWidgetCoordinateSystem ( const USkeletalMeshComponent* ... ) This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
FVector GetWidgetLocation ( const USkeletalMeshComponent* ..., FAnimNode_SkeletalControlBase*... ) This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
int32 GetWidgetMode ( const USkeletalMeshComponent* ... ) This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
bool IsActorClicked ( HActor* ActorHitProxy ) This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
void MoveSelectActorLocation ( const USkeletalMeshComponent* ..., FAnimNode_SkeletalControlBase*... ) This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
void ProcessActorClick ( HActor* ActorHitProxy ) This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID
bool SetWidgetMode ( const USkeletalMeshComponent* ..., int32 InWidgetMode ) This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

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