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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
- UK2Node
- UAnimGraphNode_Base
- UAnimGraphNode_CustomProperty
- UAnimGraphNode_LinkedAnimGraphBase
- UAnimGraphNode_LinkedAnimGraph
- UAnimGraphNode_LinkedAnimLayer
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h |
Include | #include "AnimGraphNode_LinkedAnimGraphBase.h" |
Syntax
UCLASS (MinimalAPI, Abstract)
class UAnimGraphNode_LinkedAnimGraphBase :
public UAnimGraphNode_CustomProperty ,
public IK2Node_EventNodeInterface
Variables
Type | Name | Description | |
---|---|---|---|
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bool | bIsInterfaceBlueprint | Interface flag used for filtering unloaded classes. |
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bool | bIsTemplateAnimBlueprint | Template flag used for filtering unloaded classes. |
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FMemberReference | FunctionReference | Reference to the stub function that this node uses. |
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FString | SkeletonName | Skeleton name used for filtering unloaded classes. |
Functions
Type | Name | Description | |
---|---|---|---|
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void | Called pre-compilation to allocate pose links. | |
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void | GenerateExposedPinsDetails
(
IDetailLayoutBuilder& DetailBuilder |
Generates widgets for exposing/hiding Pins for this node using the provided detail builder |
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FString | Gets path to the currently selected instance class' blueprint. | |
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FLinearColor | ||
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TSharedPtr< FEdGraphSchemaAction > | GetEventNodeAction
(
const FText& ActionCategory |
|
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FSlateIcon | GetIconAndTint
(
FLinearColor& OutColor |
|
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FAnimNode_LinkedAnimGraph * | Node accessor. | |
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const FAnimNode_LinkedAnimGraph * | ||
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FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
|
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FText | ||
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void | HandleFunctionReferenceChanged
(
FName InNewName |
Handler for when the function reference gets re-resolved on node reconstruction. |
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bool | Finds out whether there is a loop in the graph formed by linked instances from this node. | |
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bool | HasInstanceLoop_Recursive
(
UAnimGraphNode_LinkedAnimGraphBase* CurrNode, |
Finds out whether there is a loop in the graph formed by linked instances from CurrNode, used by HasInstanceLoop. |
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void | IterateFunctionParameters
(
UFunction* InFunction, |
Helper func for generating pins. |
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void | OnSetInstanceBlueprint
(
const FAssetData& AssetData, |
Instance blueprint was changed by user. |
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bool | OnShouldFilterInstanceBlueprint
(
const FAssetData& AssetData |
Filter callback for blueprints (only accept matching skeletons/interfaces) |
Overridden from UAnimGraphNode_CustomProperty
Type | Name | Description | |
---|---|---|---|
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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. |
Overridden from UAnimGraphNode_Base
Type | Name | Description | |
---|---|---|---|
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void | Create any output pins necessary for this node. | |
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void | CustomizeDetails
(
IDetailLayoutBuilder& DetailBuilder |
Can customize details tab |
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FPoseLinkMappingRecord | GetLinkIDLocation
(
const UScriptStruct* NodeType, |
|
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FText | ||
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FLinearColor | ||
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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 | 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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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 | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
|
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void | Serialize
(
FArchive& Ar |
|
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bool | ||
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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. |