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API > API/Editor > API/Editor/AnimGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- 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
class UAnimGraphNode_CustomProperty :
public UAnimGraphNode_Base,
public IClassVariableCreator
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< FOptionalPinFromProperty > | CustomPinProperties | Exposed pin data for custom properties |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddSourceTargetProperties
(
const FName& InSourcePropertyName, |
Add Source and Target Properties - Check FAnimNode_CustomProperty. | |
| const FAnimNode_CustomProperty * | |||
| FAnimNode_CustomProperty * | Internal node accessor | ||
| void | GetInstancePinProperty
(
const IAnimBlueprintCompilationContext& InCompilationContext, |
Gets the property on InOwnerInstanceClass that corresponds to InInputPin. | |
| FString | GetPinTargetVariableName
(
const UEdGraphPin* InPin |
Gets the unique name for the property linked to a given pin. | |
| FString | GetPinTargetVariableName
(
FName InPinName |
Gets the unique name for the property linked to a given pin name. | |
| FString | GetPinTargetVariableNameBase
(
FName InPinName |
Helper function for GetPinTargetVariableName. | |
| FText | GetPropertyTypeText
(
FProperty* Property |
Gets a property's type as FText (for UI) | |
| UClass * | Gets Target Class this properties to link. | ||
| UClass * | Helper used to get the skeleton class we are targeting. | ||
| bool | IsStructuralProperty
(
FProperty* InProperty |
Check whether the specified property is structural (i.e. should we rebuild the UI if it changes) | |
| bool | Whether this node needs a valid target class up-front. | ||
| void | OnInstanceClassChanged
(
IDetailLayoutBuilder* DetailBuilder |
User changed the instance class. | |
| void | OnStructuralPropertyChanged
(
IDetailLayoutBuilder* DetailBuilder |
--UI CALLBACKS -- // User changed the instance class etc. | |
| void | SetCustomPinVisibility
(
bool bInVisible, |
Sets the visibility of the specified pin, reconstructs the node if it changes. |
Overridden from UAnimGraphNode_Base
| Type | Name | Description | |
|---|---|---|---|
| void | CreateCustomPins
(
TArray< UEdGraphPin* >* OldPins |
Override point to create custom pins | |
| void | CustomizeDetails
(
IDetailLayoutBuilder& DetailBuilder |
Can customize details tab | |
| bool | GetPinBindingInfo
(
FName InPinName, |
Get the pin binding info for the supplied pin | |
| FProperty * | GetPinProperty
(
FName InPinName |
Get the property corresponding to a pin. For array element pins returns the outer array property. Returns null if a property cannot be found. | |
| bool | HasBinding
(
FName InPropertyName |
Check whether the specified property is bound via PropertyBindings. | |
| bool | IsPinBindable
(
const UEdGraphPin* InPin |
Check whether the named pin is bindable. | |
| 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 | |
| void | OnProcessDuringCompilation
(
IAnimBlueprintCompilationContext& InCompilationContext, |
Process this node's data during compilation (override point) | |
| 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 UEdGraphNode
| Type | Name | Description | |
|---|---|---|---|
| UObject * | By default return any animation assets we have. | ||
| bool | HasExternalDependencies
(
TArray< class UStruct* >* OptionalOutput |
Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc). | |
| void | PinConnectionListChanged
(
UEdGraphPin* Pin |
Called when the connection list of one of the pins of this node is changed in the editor |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostDuplicate
(
bool bDuplicateForPIE |
Called after duplication & serialization and before PostLoad. | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | Handles reading, writing, and reference collecting using FArchive. |
Overridden from IClassVariableCreator
| Type | Name | Description | |
|---|---|---|---|
| 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 | |
|---|---|---|---|
| TArray< FName > | ExposedPropertyNames_DEPRECATED | Names of properties the user has chosen to expose. Deprecated, use CustomPinProperties instead. | |
| 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. |