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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
- UK2Node
- UAnimGraphNode_Base
- UAnimGraphNode_AssetPlayerBase
- UAnimGraphNode_BlendSpaceBase
- UAnimGraphNode_AimOffsetLookAt
- UAnimGraphNode_BlendSpaceEvaluator
- UAnimGraphNode_BlendSpacePlayer
- UAnimGraphNode_RotationOffsetBlendSpace
- UAnimGraphNode_BlendStack_Base
- UAnimGraphNode_BlendStack
- UAnimGraphNode_ChooserPlayer
- UAnimGraphNode_MotionMatching
- UAnimGraphNode_MotionMatchingInteraction
- UAnimGraphNode_PoseByName
- UAnimGraphNode_PoseHandler
- UAnimGraphNode_PoseBlendNode
- UAnimGraphNode_PoseDriver
- UAnimGraphNode_SequenceEvaluator
- UAnimGraphNode_SequencePlayer
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_AssetPlayerBase.h |
Include | #include "AnimGraphNode_AssetPlayerBase.h" |
Syntax
UCLASS (Abstract)
class UAnimGraphNode_AssetPlayerBase : public UAnimGraphNode_Base
Remarks
Helper / intermediate for asset player graphical nodes
Variables
Type | Name | Description | |
---|---|---|---|
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FString | UnloadedSkeletonName | Used for filtering in the Blueprint context menu when the sequence asset this node uses is unloaded |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddSyncGroupToNodeTitle
(
ENodeTitleType::Type InTitleType, |
|
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void | CopySettingsFromAnimationAsset
(
UAnimationAsset* Asset |
Override this to copy any relevant settings from the animation asset used when creating a node with a drag/drop operation. |
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void | GetMenuActionsHelper
(
FBlueprintActionDatabaseRegistrar& InActionRegistrar, |
Helper function to gather menu actions from specific asset types supported by this node. |
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FText | GetNodeTitleForAsset
(
ENodeTitleType::Type InTitleType, |
|
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FText | GetNodeTitleHelper
(
ENodeTitleType::Type InTitleType, |
Helper functions to build a title for an asset player node. |
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FText | ||
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bool | IsActionFilteredOut
(
FBlueprintActionFilter const& Filter |
UK2Node interface |
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void | PreloadRequiredAssetsHelper
(
UAnimationAsset* InAsset, |
Helper function to preload required assets (including those referenced on pins) |
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void | SetAnimationAsset
(
UAnimationAsset* Asset |
|
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void | SetupNewNode
(
UEdGraphNode* InNewNode, |
Default setup function that can be used with GetMenuActionsHalper. |
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void | ValidateAnimNodeDuringCompilationHelper
(
USkeleton* ForSkeleton, |
Helper function to validate player nodes. |
Overridden from UAnimGraphNode_Base
Type | Name | Description | |
---|---|---|---|
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void | GetOutputLinkAttributes
(
FNodeAttributeArray& OutAttributes |
Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node. |
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void | OnProcessDuringCompilation
(
IAnimBlueprintCompilationContext& InCompilationContext, |
UAnimGraphNode_Base interface |
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void | PinConnectionListChanged
(
UEdGraphPin* Pin |
UEdGraphNode interface |
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void | PinDefaultValueChanged
(
UEdGraphPin* Pin |
|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
|
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void | Serialize
(
FArchive& Ar |
UObject interface |
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void | ValidateAnimNodeDuringCompilation
(
USkeleton* ForSkeleton, |
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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FAnimationGroupReference | SyncGroup_DEPRECATED | Deprecated - sync group data is held on the contained FAnimNode_Base. |