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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
- UK2Node
- UAnimGraphNode_Base
- UAnimGraphNode_ApplyAdditive
- UAnimGraphNode_ApplyMeshSpaceAdditive
- 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
- UAnimGraphNode_BlendBoneByChannel
- UAnimGraphNode_BlendListBase
- UAnimGraphNode_BlendListByBool
- UAnimGraphNode_BlendListByEnum
- UAnimGraphNode_BlendListByInt
- UAnimGraphNode_BlendProfileLayeredBlend
- UAnimGraphNode_LayeredBoneBlend
- UAnimGraphNode_BlendSpaceGraphBase
- UAnimGraphNode_BlendSpaceGraph
- UAnimGraphNode_RotationOffsetBlendSpaceGraph
- UAnimGraphNode_BlendSpaceSampleResult
- UAnimGraphNode_BlendStackInput
- UAnimGraphNode_ComponentToLocalSpace
- UAnimGraphNode_CopyPoseFromMesh
- UAnimGraphNode_CurveSource
- UAnimGraphNode_CustomProperty
- UAnimGraphNode_ControlRig
- UAnimGraphNode_IKRig
- UAnimGraphNode_LinkedAnimGraphBase
- UAnimGraphNode_LinkedAnimGraph
- UAnimGraphNode_LinkedAnimLayer
- UAnimGraphNode_DeadBlending
- UAnimGraphNode_Inertialization
- UAnimGraphNode_LinkedInputPose
- UAnimGraphNode_LiveLinkPose
- UAnimGraphNode_LocalToComponentSpace
- UAnimGraphNode_MakeDynamicAdditive
- UAnimGraphNode_MeshRefPose
- UAnimGraphNode_Mirror
- UAnimGraphNode_ModifyCurve
- UAnimGraphNode_MultiWayBlend
- UAnimGraphNode_OffsetRootBone
- UAnimGraphNode_OverrideRootMotion
- UAnimGraphNode_PoseSearchHistoryCollector_Base
- UAnimGraphNode_PoseSearchComponentSpaceHistoryCollector
- UAnimGraphNode_PoseSearchHistoryCollector
- UAnimGraphNode_PoseSnapshot
- UAnimGraphNode_RandomPlayer
- UAnimGraphNode_RefPoseBase
- UAnimGraphNode_IdentityPose
- UAnimGraphNode_LocalRefPose
- UAnimGraphNode_RemapCurves
- UAnimGraphNode_RemapCurvesFromMesh
- UAnimGraphNode_RetargetPoseFromMesh
- UAnimGraphNode_RigLogic
- UAnimGraphNode_Root
- UAnimGraphNode_BlendStackResult
- UAnimGraphNode_RotateRootBone
- UAnimGraphNode_SaveCachedPose
- UAnimGraphNode_ScaleChainLength
- UAnimGraphNode_SkeletalControlBase
- UAnimGraphNode_AnimDynamics
- UAnimGraphNode_ApplyLimits
- UAnimGraphNode_BoneDrivenController
- UAnimGraphNode_CCDIK
- UAnimGraphNode_Constraint
- UAnimGraphNode_CopyBone
- UAnimGraphNode_CopyBoneDelta
- UAnimGraphNode_Fabrik
- UAnimGraphNode_FootPlacement
- UAnimGraphNode_HandIKRetargeting
- UAnimGraphNode_LegIK
- UAnimGraphNode_LookAt
- UAnimGraphNode_ModifyBone
- UAnimGraphNode_ModularVehicleController
- UAnimGraphNode_ObserveBone
- UAnimGraphNode_OrientationWarping
- UAnimGraphNode_ResetRoot
- UAnimGraphNode_RigidBody
- UAnimGraphNode_RigidBodyWithControl
- UAnimGraphNode_RotationMultiplier
- UAnimGraphNode_SlopeWarping
- UAnimGraphNode_SplineIK
- UAnimGraphNode_SpringBone
- UAnimGraphNode_StageCoachWheelController
- UAnimGraphNode_Steering
- UAnimGraphNode_StrideWarping
- UAnimGraphNode_Trail
- UAnimGraphNode_TwistCorrectiveNode
- UAnimGraphNode_TwoBoneIK
- UAnimGraphNode_WheelController
- UAnimGraphNode_Slot
- UAnimGraphNode_StateMachineBase
- UAnimGraphNode_StateMachine
- UAnimGraphNode_StateResult
- UAnimGraphNode_CustomTransitionResult
- UAnimGraphNode_TransitionPoseEvaluator
- UAnimGraphNode_TransitionResult
- UAnimGraphNode_TwoWayBlend
- UAnimGraphNode_UseCachedPose
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_Base.h |
Include | #include "AnimGraphNode_Base.h" |
Syntax
UCLASS (Abstract, BlueprintType)
class UAnimGraphNode_Base : public UK2Node
Remarks
This is the base class for any animation graph nodes that generate or consume an animation pose in the animation blend graph.
Any concrete implementations will be paired with a runtime graph node derived from FAnimNode_Base
Variables
Type | Name | Description | |
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TSet< FName > | AlwaysDynamicProperties | Properties marked as always dynamic, so they can be set externally |
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FMemberReference | BecomeRelevantFunction | Function called when the node becomes relevant, meaning it goes from having no weight to any weight. |
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EBlueprintUsage | BlueprintUsage | |
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FMemberReference | InitialUpdateFunction | Function called before the node is updated for the first time. |
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FOnNodeTitleChangedEvent | NodeTitleChangedEvent | |
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TArray< FName > | OldShownPins | Old shown pins. Needs to be a member variable to track pin visibility changes between Pre and PostEditChange. |
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FPinVisibilityChangedEvent | PinVisibilityChangedEvent | |
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FOnNodePropertyChangedEvent | PropertyChangeEvent | |
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TArray< FOptionalPinFromProperty > | ShowPinForProperties | |
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FMemberReference | UpdateFunction | Function called when the node is updated. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UAnimGraphNode_Base
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddPinSearchMetaDataInfo
(
const UEdGraphPin* Pin, |
|
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void | AddSearchMetaDataInfo
(
TArray< struct FSearchTagDataPair >& OutTaggedMetaData |
|
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void | ||
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void | AutowireNewNode
(
UEdGraphPin* FromPin |
|
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void | BakeDataDuringCompilation
(
FCompilerResultsLog& MessageLog |
Gives each visual node a chance to update the node template before it is inserted in the compiled class. |
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bool | CanCreateUnderSpecifiedSchema
(
const UEdGraphSchema* DesiredSchema |
|
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bool | ||
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bool | ||
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void | CopyNodeDataToPreviewNode
(
FAnimNode_Base* InPreviewNode |
Called to propagate data from the internal node to the preview in Persona. |
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void | CopyPinDefaultsToNodeData
(
UEdGraphPin* InPin |
Called after editing a default value to update internal node from pin defaults. |
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void | CopyTermDefaultsToDefaultObject
(
IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, |
Copy this node's data during the last phase of compilation where term defaults are copied to the new CDO. |
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void | CreateCustomPins
(
TArray< UEdGraphPin* >* OldPins |
Override point to create custom pins |
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void | Create any output pins necessary for this node. | |
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void | CreatePinsForPoseLink
(
FProperty* PoseProperty, |
This will be called when a pose link is found, and can be called with PoseProperty being either of: |
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void | CustomizeDetails
(
IDetailLayoutBuilder& DetailBuilder |
Can customize details tab |
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void | CustomizePinData
(
UEdGraphPin* Pin, |
Customize pin data based on the input |
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void | DestroyNode () |
|
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bool | BEGIN Interface to support transition getter if you return true for DoesSupportExposeTimeForTransitionGetter you should implement all below functions | |
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void | Draw
(
FPrimitiveDrawInterface* PDI, |
Draw function called on nodes that are selected and / or have a pose watch enabled. |
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void | Draw
(
FPrimitiveDrawInterface* PDI, |
Draw function for supporting visualization. |
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void | DrawCanvas
(
FViewport& InViewport, |
Canvas draw function to draw to viewport. |
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void | Create the bindings subobject if required. | |
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void | ExpandNode
(
FKismetCompilerContext& CompilerContext, |
|
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FAnimNode_Base * | FindDebugAnimNode
(
USkeletalMeshComponent* PreviewSkelMeshComp |
Try to find the preview node instance for this anim graph node |
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NodeType * | GetActiveInstanceNode
(
UObject* AnimInstanceObject |
|
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void | GetAllAnimationSequencesReferred
(
TArray< UAnimationAsset* >& AnimAssets |
Populate the supplied arrays with the currently reffered to animation assets. |
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UAnimationAsset * | ||
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TSubclassOf< UAnimationAsset > | ||
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UAnimBlueprint * | Get the animation blueprint to which this node belongs | |
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const UAnimGraphNodeBinding * | GetBinding () |
Get the bindings for this node. |
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void | GetBoundFunctionsInfo
(
TArray< TPair< FName, FName > >& InOutBindingsInfo |
Gets editor information for all the bound anim node functions (category metadata string, member variable's name) Used by SAnimGraphNode to display all bound functions of an anim node. |
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FAnimNode_Base * | Get the currently-debugged runtime anim node (in the anim BP debugger that this node is currently being edited in) | |
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TNodeType * | Get the currently-debugged runtime anim node of a specified type (in the anim BP debugger that this node is currently being edited in) | |
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FString | ||
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FEditorModeID | Override this function to push an editor mode when this node is selected | |
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FAnimNode_Base * | GetFNode () |
Get the runtime anim node that we template. |
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FStructProperty * | Gets the animation FNode property represented by this ed graph node. | |
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UScriptStruct * | GetFNodeType () |
Gets the animation FNode type represented by this ed graph node. |
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void | GetInputLinkAttributes
(
FNodeAttributeArray& OutAttributes |
Get the named attribute types that this node takes (absorbs) as inputs. Other attributes are assumed to 'pass through' this node. |
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UObject * | By default return any animation assets we have. | |
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FPoseLinkMappingRecord | GetLinkIDLocation
(
const UScriptStruct* NodeType, |
|
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void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
|
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FText | ||
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UAnimGraphNodeBinding * | Get the mutable bindings for this node. | |
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void | GetNodeAttributes
(
TArray< TKeyValuePair< FString, FString > >& OutNodeAttributes |
|
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FString | Gets the menu category this node belongs in. | |
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FLinearColor | ||
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UObject * | ||
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void | GetOnScreenDebugInfo
(
TArray< FText >& DebugInfo, |
Function to collect strings from nodes to display in the viewport. |
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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 | GetPinAssociatedProperty
(
const UScriptStruct* NodeType, |
Get the property (and possibly array index) associated with the supplied pin |
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bool | GetPinBindingInfo
(
FName InPinName, |
Get the pin binding info for the supplied pin |
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void | GetPinHoverText
(
const UEdGraphPin& Pin, |
|
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FString | GetPinMetaData
(
FName InPinName, |
|
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FProperty * | GetPinProperty
(
FName InPinName |
|
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FProperty * | GetPinProperty
(
const UEdGraphPin* InPin |
Get the property corresponding to a pin. For array element pins returns the outer array property. Returns null if a property cannot be found. |
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const UAnimGraphNode_Base * | Some anim graph nodes can act as proxies to outer nodes (e.g. sink nodes in nested graphs). | |
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void | GetRequiredExtensions
(
TArray< TSubclassOf< UAnimBlueprintExtension > >& OutExtensions |
Get the extension types that this node type holds on the anim blueprint. Some extension types are always requested by the system. |
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FName | GetTag () |
Get the tag for this node, if any. |
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const TCHAR * | ||
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UScriptStruct * | ||
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void | HandleAnimReferenceCollection
(
UAnimationAsset* AnimAsset, |
Helper function for GetAllAnimationSequencesReferred. |
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void | HandleAnimReferenceReplacement
(
TObjectPtr< AssetType >& OriginalAsset, |
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void | HandleAnimReferenceReplacement
(
AssetType*& OriginalAsset, |
Helper function for ReplaceReferredAnimations |
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void | HandleFunctionRenamed
(
UBlueprint* InBlueprint, |
|
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void | HandleVariableRenamed
(
UBlueprint* InBlueprint, |
|
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bool | HasBinding
(
FName InPropertyName |
Check whether the specified property is bound via PropertyBindings. |
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void | InternalPinCreation
(
TArray< UEdGraphPin* >* OldPins |
Allocates or reallocates pins. |
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bool | IsPinBindable
(
const UEdGraphPin* InPin |
Check whether the named pin is bindable. |
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bool | IsPinExposedAndBound
(
const FString& InPinName, |
Helper function to check whether a pin is valid and bound via property access |
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bool | IsPinExposedAndLinked
(
const FString& InPinName, |
Helper function to check whether a pin is valid and linked to something else in the graph |
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bool | IsPinUnlinkedUnboundAndUnset
(
const FString& InPinName, |
Helper function to check whether a pin is not linked, not bound via property access and still has its default value |
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bool | Whether or not you can add a pose watch on this node. | |
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bool | IsPotentiallyBoundFunction
(
const FMemberReference& FunctionReference |
Check if a specified function reference appears to be valid by inspecting only the validity of the name and guid. |
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bool | IsSinkNode () |
Is this node a sink that has no pose outputs? |
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void | ||
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TSharedRef< SWidget > | MakePropertyBindingWidget
(
const FAnimPropertyBindingWidgetArgs& InArgs |
Make a property binding widget to edit the bindings of the passed-in nodes. |
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bool | ||
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void | OnCopyTermDefaultsToDefaultObject
(
IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, |
Override point for CopyTermDefaultsToDefaultObject Copy this node's data during the last phase of compilation where term defaults are copied to the new CDO |
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FOnNodePropertyChangedEvent & | ||
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void | OnNodeSelected
(
bool bInIsSelected, |
Selection notification callback. |
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FOnNodeTitleChangedEvent & | ||
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void | OnOverrideAssets
(
IAnimBlueprintNodeOverrideAssetsContext& InContext |
Override point for OverrideAssets. |
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FPinVisibilityChangedEvent & | ||
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void | OnPoseWatchChanged
(
const bool IsPoseWatchEnabled, |
Pose Watch change notification callback. |
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void | OnProcessDuringCompilation
(
IAnimBlueprintCompilationContext& InCompilationContext, |
Process this node's data during compilation (override point) |
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void | OverrideAssets
(
IAnimBlueprintNodeOverrideAssetsContext& InContext |
Called to override the assets held on a runtime anim node. Implements per-node logic for child anim blueprints. |
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void | PinConnectionListChanged
(
UEdGraphPin* Pin |
|
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void | PinDefaultValueChanged
(
UEdGraphPin* Pin |
|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
|
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void | Refreshes the debugged component post-edit. | |
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void | PostEditUndo () |
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void | ||
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void | ||
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void | PostProcessPinName
(
const UEdGraphPin* Pin, |
Give the node a chance to change the display name of a pin. |
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void | PreEditChange
(
FProperty* PropertyAboutToChange |
|
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void | ProcessDuringCompilation
(
IAnimBlueprintCompilationContext& InCompilationContext, |
Process this node's data during compilation. |
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void | ReallocatePinsDuringReconstruction
(
TArray< UEdGraphPin* >& OldPins |
|
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void | RecalculateBindingType
(
FAnimGraphNodePropertyBinding& InBinding |
Helper function used to refresh the type of a binding. |
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void | ||
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bool | ReferencesFunction
(
const FName& InFunctionName, |
|
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bool | ReferencesVariable
(
const FName& InVarName, |
|
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void | RemoveBindings
(
FName InBindingName |
Remove any bindings for the specified name. |
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void | ReplaceReferences
(
UBlueprint* InBlueprint, |
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void | ReplaceReferredAnimations
(
const TMap< UAnimationAsset*, UAnimationAsset* >& AnimAssetReplacementMap |
Replace references to animations that exist in the supplied maps |
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void | Serialize
(
FArchive& Ar |
|
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void | SetPinVisibility
(
bool bInVisible, |
Sets the visibility of the specified pin, reconstructs the node if it changes. |
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void | SetTag
(
FName InTag |
Set the tag for this node. |
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void | SetTagInternal
(
FName InTag |
Set the tag for this node but without regenerating any BP data for tagging. |
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bool | Whether this node should create BP evaluation handlers as part of compilation. | |
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bool | ||
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bool | ||
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bool | ||
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EAnimAssetHandlerType | SupportsAssetClass
(
const UClass* AssetClass |
Returns whether this node supports the supplied asset class |
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bool | If using CopyPoseFromMesh, the AnimBlueprint Compiler will cache this off for optimizations. | |
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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. |
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void | ValidateAnimNodePostCompile
(
FCompilerResultsLog& MessageLog, |
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. |
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void | ValidateFunctionRef
(
FName InPropertyName, |
Helper function used to validate anim node function references |
Classes
Type | Name | Description | |
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FAnimPropertyBindingWidgetArgs | Arguments used to construct a property binding widget. | |
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FOnNodePropertyChangedEvent | Event that observers can bind to so that they are notified about changes made to this node through the property system | |
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FOnNodeTitleChangedEvent | Event that is broadcast to inform observers that the node title has changed The default SAnimationGraphNode uses this to invalidate cached node title text | |
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FPinVisibilityChangedEvent | Event that observers can bind to so that they are notified about changes to pin visibility. |
Typedefs
Name | Description |
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FNodeAttributeArray |
Deprecated Variables
Type | Name | Description | |
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TMap< FName, FAnimGraphNodePropertyBinding > | PropertyBindings_DEPRECATED | Map from property name->binding info |