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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
- UK2Node
- UAnimGraphNode_Base
- UAnimGraphNode_CustomProperty
- UAnimGraphNode_ControlRig
- UAnimGraphNode_IKRig
- UAnimGraphNode_LinkedAnimGraphBase
- UAnimGraphNode_LinkedAnimGraph
- UAnimGraphNode_LinkedAnimLayer
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h |
Include | #include "AnimGraphNode_CustomProperty.h" |
Syntax
UCLASS (Abstract)
class UAnimGraphNode_CustomProperty :
public UAnimGraphNode_Base ,
public IClassVariableCreator
Variables
Type | Name | Description | |
---|---|---|---|
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TArray< FOptionalPinFromProperty > | CustomPinProperties | Exposed pin data for custom properties |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddSourceTargetProperties
(
const FName& InSourcePropertyName, |
Add Source and Target Properties - Check FAnimNode_CustomProperty. |
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const FAnimNode_CustomProperty * | ||
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FAnimNode_CustomProperty * | Internal node accessor | |
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void | GetInstancePinProperty
(
const IAnimBlueprintCompilationContext& InCompilationContext, |
Gets the property on InOwnerInstanceClass that corresponds to InInputPin. |
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FString | GetPinTargetVariableName
(
const UEdGraphPin* InPin |
Gets the unique name for the property linked to a given pin. |
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FString | GetPinTargetVariableName
(
FName InPinName |
Gets the unique name for the property linked to a given pin name. |
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FString | GetPinTargetVariableNameBase
(
FName InPinName |
Helper function for GetPinTargetVariableName. |
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FText | GetPropertyTypeText
(
FProperty* Property |
Gets a property's type as FText (for UI) |
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UClass * | Gets Target Class this properties to link. | |
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UClass * | Helper used to get the skeleton class we are targeting. | |
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bool | HasExternalDependencies
(
TArray< class UStruct* >* OptionalOutput |
|
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bool | IsStructuralProperty
(
FProperty* InProperty |
Check whether the specified property is structural (i.e. should we rebuild the UI if it changes) |
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bool | Whether this node needs a valid target class up-front. | |
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void | OnInstanceClassChanged
(
IDetailLayoutBuilder* DetailBuilder |
User changed the instance class. |
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void | OnStructuralPropertyChanged
(
IDetailLayoutBuilder* DetailBuilder |
-- UI CALLBACKS -- // User changed the instance class etc. |
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void | PostDuplicate
(
bool bDuplicateForPIE |
|
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void | SetCustomPinVisibility
(
bool bInVisible, |
Sets the visibility of the specified pin, reconstructs the node if it changes. |
Overridden from UAnimGraphNode_Base
Type | Name | Description | |
---|---|---|---|
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void | CreateCustomPins
(
TArray< UEdGraphPin* >* OldPins |
Override point to create custom pins |
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void | CustomizeDetails
(
IDetailLayoutBuilder& DetailBuilder |
Can customize details tab |
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UObject * | By default return any animation assets we have. | |
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bool | GetPinBindingInfo
(
FName InPinName, |
Get the pin binding info for the supplied pin |
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FProperty * | GetPinProperty
(
FName InPinName |
|
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bool | HasBinding
(
FName InPropertyName |
Check whether the specified property is bound via PropertyBindings. |
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bool | IsPinBindable
(
const UEdGraphPin* InPin |
Check whether the named pin is bindable. |
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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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void | OnProcessDuringCompilation
(
IAnimBlueprintCompilationContext& InCompilationContext, |
Process this node's data during compilation (override point) |
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void | PinConnectionListChanged
(
UEdGraphPin* Pin |
|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
|
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void | Serialize
(
FArchive& Ar |
|
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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. |
Overridden from IClassVariableCreator
Type | Name | Description | |
---|---|---|---|
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void | CreateClassVariablesFromBlueprint
(
IAnimBlueprintVariableCreationContext& InCreationContext |
Implement this in a graph node and the anim BP compiler will call this expecting to generate class variables. |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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TArray< FName > | ExposedPropertyNames_DEPRECATED | Names of properties the user has chosen to expose. Deprecated, use CustomPinProperties instead. |
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TArray< FName > | KnownExposableProperties_DEPRECATED | List of property names we know to exist on the target class, so we can detect when Properties are added or removed on reconstruction Deprecated, use CustomPinProperties instead. |