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API > API/Editor > API/Editor/AnimGraph
| Name | UAnimBlueprintExtension_PropertyAccess |
| Type | class |
| Header File | /Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h |
| Include Path | #include "AnimBlueprintExtension_PropertyAccess.h" |
Syntax
UCLASS (MinimalAPI)
class UAnimBlueprintExtension_PropertyAccess : public UAnimBlueprintExtension
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintExtension → UAnimBlueprintExtension → UAnimBlueprintExtension_PropertyAccess
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ContextId_Automatic | const FName | Try to determine the context in which this property access can safely be performed. | AnimBlueprintExtension_PropertyAccess.h |
| ContextId_Batched_GameThreadPostEventGraph | const FName | Executed batched on the game thread after the event graph is run. | AnimBlueprintExtension_PropertyAccess.h |
| ContextId_Batched_GameThreadPreEventGraph | const FName | Executed batched on the game thread before the event graph is run. | AnimBlueprintExtension_PropertyAccess.h |
| ContextId_Batched_WorkerThreadPostEventGraph | const FName | Executed batched on the game thread after the event graph is run. | AnimBlueprintExtension_PropertyAccess.h |
| ContextId_Batched_WorkerThreadPreEventGraph | const FName | Executed batched on the game thread before the event graph is run. | AnimBlueprintExtension_PropertyAccess.h |
| ContextId_UnBatched_ThreadSafe | const FName | Can safely be executed on worker threads. | AnimBlueprintExtension_PropertyAccess.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnPostLibraryCompiledDelegate | FOnPostLibraryCompiled | Delegate called when the library is compiled (whether successfully or not) | AnimBlueprintExtension_PropertyAccess.h | |
| OnPreLibraryCompiledDelegate | FSimpleMulticastDelegate | Delegate called before the library is compiled. | AnimBlueprintExtension_PropertyAccess.h | |
| PropertyAccessLibraryCompiler | TUniquePtr< IPropertyAccessLibraryCompiler > | Property access library compiler. | AnimBlueprintExtension_PropertyAccess.h | |
| Subsystem | FAnimSubsystem_PropertyAccess | AnimBlueprintExtension_PropertyAccess.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPropertyAccessHandle AddAccess
(
TArrayView< FString > InPath, |
Add an access to the property access library we are compiling | AnimBlueprintExtension_PropertyAccess.h | |
FPropertyAccessHandle AddCopy
(
TArrayView< FString > InSourcePath, |
Add a copy to the property access library we are compiling | AnimBlueprintExtension_PropertyAccess.h | |
int32 AddCopy
(
TArrayView< FString > InSourcePath, |
AnimBlueprintExtension_PropertyAccess.h | ||
void ExpandPropertyAccess
(
FKismetCompilerContext& InCompilerContext, |
Expands a property access path to a pure chain of BP nodes. | AnimBlueprintExtension_PropertyAccess.h | |
FCompiledPropertyAccessHandle GetCompiledHandle
(
FPropertyAccessHandle InHandle |
Maps the initial copy handle to a true handle, post compilation. | AnimBlueprintExtension_PropertyAccess.h | |
EPropertyAccessCopyType GetCompiledHandleAccessType
(
FPropertyAccessHandle InHandle |
Get the access type for the specified handle. | AnimBlueprintExtension_PropertyAccess.h | |
FOnPostLibraryCompiled & OnPostLibraryCompiled() |
Delegate called when the library is compiled (whether successfully or not) | AnimBlueprintExtension_PropertyAccess.h | |
FSimpleMulticastDelegate & OnPreLibraryCompiled() |
Delegate called when the library is compiled (whether successfully or not) | AnimBlueprintExtension_PropertyAccess.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool ContextRequiresCachedVariable
(
FName InName |
Whether a context name requires an auto-generated variable to be cached for an access. | AnimBlueprintExtension_PropertyAccess.h | |
static FText GetCompiledHandleContext
(
FCompiledPropertyAccessHandle InHandle |
Maps a compiled handle back to a human-readable context. | AnimBlueprintExtension_PropertyAccess.h | |
static FText GetCompiledHandleContextDesc
(
FCompiledPropertyAccessHandle InHandle |
Maps a compiled handle back to a human-readable context description. | AnimBlueprintExtension_PropertyAccess.h |