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API > API/Editor > API/Editor/AnimGraph
| Name | UAnimGraphNode_CustomProperty |
| Type | class |
| Header File | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h |
| Include Path | #include "AnimGraphNode_CustomProperty.h" |
Syntax
UCLASS (MinimalAPI, Abstract)
class UAnimGraphNode_CustomProperty :
public UAnimGraphNode_Base ,
public IClassVariableCreator
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UK2Node → UAnimGraphNode_Base → UAnimGraphNode_CustomProperty
Implements Interfaces
Derived Classes
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Add Source and Target Properties - Check FAnimNode_CustomProperty. | AnimGraphNode_CustomProperty.h | ||
void GetInstancePinProperty
(
const IAnimBlueprintCompilationContext& InCompilationContext, |
Gets the property on InOwnerInstanceClass that corresponds to InInputPin. | AnimGraphNode_CustomProperty.h | |
FString GetPinTargetVariableName
(
const UEdGraphPin* InPin |
Gets the unique name for the property linked to a given pin. | AnimGraphNode_CustomProperty.h | |
FString GetPinTargetVariableName
(
FName InPinName |
Gets the unique name for the property linked to a given pin name. | AnimGraphNode_CustomProperty.h | |
UClass * GetTargetClass() |
Gets Target Class this properties to link. | AnimGraphNode_CustomProperty.h | |
virtual UClass * GetTargetSkeletonClass() |
Helper used to get the skeleton class we are targeting. | AnimGraphNode_CustomProperty.h | |
void OnInstanceClassChanged
(
IDetailLayoutBuilder* DetailBuilder |
User changed the instance class. | AnimGraphNode_CustomProperty.h | |
void OnStructuralPropertyChanged
(
IDetailLayoutBuilder* DetailBuilder |
--UI CALLBACKS -- // User changed the instance class etc. | AnimGraphNode_CustomProperty.h |
Overridden from UAnimGraphNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateCustomPins
(
TArray< UEdGraphPin* >* OldPins |
Override point to create custom pins | AnimGraphNode_CustomProperty.h | |
virtual void CustomizeDetails
(
IDetailLayoutBuilder& DetailBuilder |
Can customize details tab | AnimGraphNode_CustomProperty.h | |
| Get the pin binding info for the supplied pin | AnimGraphNode_CustomProperty.h | ||
| AnimGraphNode_CustomProperty.h | |||
virtual bool HasBinding
(
FName InPropertyName |
Check whether the specified property is bound via PropertyBindings. | AnimGraphNode_CustomProperty.h | |
virtual bool IsPinBindable
(
const UEdGraphPin* InPin |
Check whether the named pin is bindable. | AnimGraphNode_CustomProperty.h | |
virtual 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 | AnimGraphNode_CustomProperty.h | |
virtual void OnProcessDuringCompilation
(
IAnimBlueprintCompilationContext& InCompilationContext, |
Process this node's data during compilation (override point) | AnimGraphNode_CustomProperty.h | |
virtual void ValidateAnimNodeDuringCompilation
(
USkeleton* ForSkeleton, |
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. | AnimGraphNode_CustomProperty.h |
Overridden from UEdGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UObject * GetJumpTargetForDoubleClick() |
By default return any animation assets we have. | AnimGraphNode_CustomProperty.h | |
| AnimGraphNode_CustomProperty.h | |||
virtual void PinConnectionListChanged
(
UEdGraphPin* Pin |
AnimGraphNode_CustomProperty.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostDuplicate
(
bool bDuplicateForPIE |
AnimGraphNode_CustomProperty.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
AnimGraphNode_CustomProperty.h | ||
virtual void Serialize
(
FArchive& Ar |
AnimGraphNode_CustomProperty.h |
Overridden from IClassVariableCreator
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateClassVariablesFromBlueprint
(
IAnimBlueprintVariableCreationContext& InCreationContext |
Implement this in a graph node and the anim BP compiler will call this expecting to generate class variables. | AnimGraphNode_CustomProperty.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual const FAnimNode_CustomProperty * GetCustomPropertyNode () |
AnimGraphNode_CustomProperty.h | ||
virtual FAnimNode_CustomProperty * GetCustomPropertyNode () |
Internal node accessor | AnimGraphNode_CustomProperty.h | |
| Helper function for GetPinTargetVariableName. | AnimGraphNode_CustomProperty.h | ||
| Gets a property's type as FText (for UI) | AnimGraphNode_CustomProperty.h | ||
virtual bool IsStructuralProperty
(
FProperty* InProperty |
Check whether the specified property is structural (i.e. should we rebuild the UI if it changes) | AnimGraphNode_CustomProperty.h | |
virtual bool NeedsToSpecifyValidTargetClass() |
Whether this node needs a valid target class up-front. | AnimGraphNode_CustomProperty.h | |
void SetCustomPinVisibility
(
bool bInVisible, |
Sets the visibility of the specified pin, reconstructs the node if it changes. | AnimGraphNode_CustomProperty.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ExposedPropertyNames_DEPRECATED | TArray< FName > | Names of properties the user has chosen to expose. Deprecated, use CustomPinProperties instead. | AnimGraphNode_CustomProperty.h | |
| KnownExposableProperties_DEPRECATED | TArray< FName > | 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. | AnimGraphNode_CustomProperty.h |