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Interface to the anim BP compiler context for use while compilation is in progress
| Name | IAnimBlueprintCompilationContext |
| Type | class |
| Header File | /Engine/Source/Editor/AnimGraph/Public/IAnimBlueprintCompilationContext.h |
| Include Path | #include "IAnimBlueprintCompilationContext.h" |
Syntax
class IAnimBlueprintCompilationContext
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IAnimBlueprintCompilationContext() |
IAnimBlueprintCompilationContext.h |
Structs
| Name | Remarks |
|---|---|
| FFoldedPropertyRecord | Record of a property that can be folded into the class members/constant blocks. |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddAttributesToNode
(
UAnimGraphNode_Base* InNode, |
Add the specified compiled-in attribute uniquely to the specified node. | IAnimBlueprintCompilationContext.h | |
void AddPoseLinkMappingRecord
(
const FPoseLinkMappingRecord& InRecord |
Adds a pose link mapping record. | IAnimBlueprintCompilationContext.h | |
void ExpansionStep
(
UEdGraph* Graph, |
Perform an expansion step for the specified graph. | IAnimBlueprintCompilationContext.h | |
FieldType * FindClassFProperty
(
const TCHAR* InFieldPath |
Find a property in the currently-compiled class. | IAnimBlueprintCompilationContext.h | |
const TMap< UAnimGraphNode_Base *, int32 > & GetAllocatedAnimNodeIndices() |
Index of the nodes (must match up with the runtime discovery process of nodes, which runs thru the property chain) | IAnimBlueprintCompilationContext.h | |
const TMap< UAnimGraphNode_Base *, FProperty * > & GetAllocatedHandlerPropertiesByNode() |
Map of anim node indices to node handler properties in sparse class data struct. | IAnimBlueprintCompilationContext.h | |
| Map of anim node indices to node properties. | IAnimBlueprintCompilationContext.h | ||
const TMap< UAnimGraphNode_Base *, FProperty * > & GetAllocatedPropertiesByNode() |
Map of anim node indices to node properties. | IAnimBlueprintCompilationContext.h | |
int32 GetAllocationIndexOfNode
(
UAnimGraphNode_Base* VisualAnimNode |
Returns the allocation index of the specified node, processing it if it was pending. | IAnimBlueprintCompilationContext.h | |
const UAnimBlueprint * GetAnimBlueprint() |
Get the currently-compiled anim blueprint. | IAnimBlueprintCompilationContext.h | |
TArrayView< const FName > GetAttributesFromNode
(
UAnimGraphNode_Base* InNode |
Get the current compiled-in attributes uniquely assigned to the specified node. | IAnimBlueprintCompilationContext.h | |
const UBlueprint * GetBlueprint() |
Get the currently-compiled blueprint. | IAnimBlueprintCompilationContext.h | |
UEdGraph * GetConsolidatedEventGraph() |
Get the consolidated uber graph during compilation. | IAnimBlueprintCompilationContext.h | |
const FFoldedPropertyRecord * GetFoldedPropertyRecord
(
UAnimGraphNode_Base* InNode, |
Get the folded property record, if any, for the supplied node & named property. | IAnimBlueprintCompilationContext.h | |
void GetLinkedAnimNodes
(
UAnimGraphNode_Base* InGraphNode, |
Gets all anim graph nodes that are piped into the provided node (traverses input pins) | IAnimBlueprintCompilationContext.h | |
FCompilerResultsLog & GetMessageLog() |
Get the message log for the current compilation. | IAnimBlueprintCompilationContext.h | |
virtual const FStructProperty * GetMutableDataProperty() |
Get the generated property of the class that mutable data is added to. | IAnimBlueprintCompilationContext.h | |
const TMap< UAnimGraphNode_Base *, UAnimGraphNode_Base * > & GetSourceNodeToProcessedNodeMap() |
Map of true source objects (user edited ones) to the cloned ones that are actually compiled. | IAnimBlueprintCompilationContext.h | |
bool IsAnimGraphNodeFolded
(
UAnimGraphNode_Base* InNode |
Check whether an anim node participates in constant folding. | IAnimBlueprintCompilationContext.h | |
void ProcessAnimationNodes
(
TArray< UAnimGraphNode_Base* >& AnimNodeList |
Process the passed-in list of nodes. | IAnimBlueprintCompilationContext.h | |
void PruneIsolatedAnimationNodes
(
const TArray< UAnimGraphNode_Base* >& RootSet, |
Prunes any nodes that aren't reachable via a pose link. | IAnimBlueprintCompilationContext.h | |
NodeType * SpawnIntermediateEventNode
(
UEdGraphNode* SourceNode, |
Spawns an intermediate event node associated with the source node (for error purposes) | IAnimBlueprintCompilationContext.h | |
NodeType * SpawnIntermediateNode
(
UEdGraphNode* SourceNode, |
Spawns an intermediate node associated with the source node (for error purposes) | IAnimBlueprintCompilationContext.h | |
bool ValidateGraphIsWellFormed
(
UEdGraph* Graph |
Performs standard validation on the graph (outputs point to inputs, no more than one connection to each input, types match on both ends, etc...) | IAnimBlueprintCompilationContext.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddAttributesToNodeImpl
(
UAnimGraphNode_Base* InNode, |
Add the specified compiled-in attribute uniquely to the specified node. | IAnimBlueprintCompilationContext.h | |
void AddPoseLinkMappingRecordImpl
(
const FPoseLinkMappingRecord& InRecord |
Adds a pose link mapping record. | IAnimBlueprintCompilationContext.h | |
void ExpansionStepImpl
(
UEdGraph* Graph, |
Perform an expansion step for the specified graph. | IAnimBlueprintCompilationContext.h | |
const TMap< UAnimGraphNode_Base *, int32 > & GetAllocatedAnimNodeIndicesImpl() |
Index of the nodes (must match up with the runtime discovery process of nodes, which runs thru the property chain) | IAnimBlueprintCompilationContext.h | |
const TMap< UAnimGraphNode_Base *, FProperty * > & GetAllocatedHandlerPropertiesByNodeImpl() |
Map of anim node indices to node handler properties in sparse class data struct. | IAnimBlueprintCompilationContext.h | |
| Map of anim node indices to node properties. | IAnimBlueprintCompilationContext.h | ||
const TMap< UAnimGraphNode_Base *, FProperty * > & GetAllocatedPropertiesByNodeImpl() |
Map of anim node indices to node properties. | IAnimBlueprintCompilationContext.h | |
int32 GetAllocationIndexOfNodeImpl
(
UAnimGraphNode_Base* VisualAnimNode |
Returns the allocation index of the specified node, processing it if it was pending. | IAnimBlueprintCompilationContext.h | |
const UAnimBlueprint * GetAnimBlueprintImpl() |
Get the currently-compiled anim blueprint. | IAnimBlueprintCompilationContext.h | |
TArrayView< const FName > GetAttributesFromNodeImpl
(
UAnimGraphNode_Base* InNode |
Get the current compiled-in attributes uniquely assigned to the specified node. | IAnimBlueprintCompilationContext.h | |
const UBlueprint * GetBlueprintImpl() |
Get the currently-compiled blueprint. | IAnimBlueprintCompilationContext.h | |
UEdGraph * GetConsolidatedEventGraphImpl() |
Get the consolidated uber graph during compilation. | IAnimBlueprintCompilationContext.h | |
const FFoldedPropertyRecord * GetFoldedPropertyRecordImpl
(
UAnimGraphNode_Base* InNode, |
Get the folded property record, if any, for the supplied node & named property. | IAnimBlueprintCompilationContext.h | |
FKismetCompilerContext * GetKismetCompiler() |
Get the compiler as a base class to avoid circular include issues with templated functions/classes. | IAnimBlueprintCompilationContext.h | |
void GetLinkedAnimNodesImpl
(
UAnimGraphNode_Base* InGraphNode, |
Gets all anim graph nodes that are piped into the provided node (traverses input pins) | IAnimBlueprintCompilationContext.h | |
FCompilerResultsLog & GetMessageLogImpl() |
Get the message log for the current compilation. | IAnimBlueprintCompilationContext.h | |
const FStructProperty * GetMutableDataPropertyImpl() |
Get the generated property of the class that mutable data is added to. | IAnimBlueprintCompilationContext.h | |
const TMap< UAnimGraphNode_Base *, UAnimGraphNode_Base * > & GetSourceNodeToProcessedNodeMapImpl() |
Map of true source objects (user edited ones) to the cloned ones that are actually compiled. | IAnimBlueprintCompilationContext.h | |
bool IsAnimGraphNodeFoldedImpl
(
UAnimGraphNode_Base* InNode |
Check whether an anim node participates in constant folding. | IAnimBlueprintCompilationContext.h | |
void ProcessAnimationNodesImpl
(
TArray< UAnimGraphNode_Base* >& AnimNodeList |
Process the passed-in list of nodes. | IAnimBlueprintCompilationContext.h | |
void PruneIsolatedAnimationNodesImpl
(
const TArray< UAnimGraphNode_Base* >& RootSet, |
Prunes any nodes that aren't reachable via a pose link. | IAnimBlueprintCompilationContext.h | |
bool ValidateGraphIsWellFormedImpl
(
UEdGraph* Graph |
Performs standard validation on the graph (outputs point to inputs, no more than one connection to each input, types match on both ends, etc...) | IAnimBlueprintCompilationContext.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static TUniquePtr< IAnimBlueprintCompilationContext > Get
(
FKismetCompilerContext& InKismetCompiler |
Get a compilation context from a kismet compiler context assuming that it is an FAnimBlueprintCompilerContext. | IAnimBlueprintCompilationContext.h |