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API > API/Editor > API/Editor/AnimGraph
| Name | UAnimGraphNode_LinkedAnimGraphBase |
| Type | class |
| Header File | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimGraphBase.h |
| Include Path | #include "AnimGraphNode_LinkedAnimGraphBase.h" |
Syntax
UCLASS (MinimalAPI, Abstract)
class UAnimGraphNode_LinkedAnimGraphBase :
public UAnimGraphNode_CustomProperty ,
public IK2Node_EventNodeInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UK2Node → UAnimGraphNode_Base → UAnimGraphNode_CustomProperty → UAnimGraphNode_LinkedAnimGraphBase
Implements Interfaces
Derived Classes
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FAnimNode_LinkedAnimGraph * GetLinkedAnimGraphNode () |
Node accessor. | AnimGraphNode_LinkedAnimGraphBase.h | |
virtual const FAnimNode_LinkedAnimGraph * GetLinkedAnimGraphNode () |
AnimGraphNode_LinkedAnimGraphBase.h |
Overridden from UAnimGraphNode_CustomProperty
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsStructuralProperty
(
FProperty* InProperty |
Check whether the specified property is structural (i.e. should we rebuild the UI if it changes) | AnimGraphNode_LinkedAnimGraphBase.h | |
virtual bool NeedsToSpecifyValidTargetClass() |
Whether this node needs a valid target class up-front. | AnimGraphNode_LinkedAnimGraphBase.h |
Overridden from UAnimGraphNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateOutputPins() |
Create any output pins necessary for this node. | AnimGraphNode_LinkedAnimGraphBase.h | |
virtual void CustomizeDetails
(
IDetailLayoutBuilder& DetailBuilder |
Can customize details tab | AnimGraphNode_LinkedAnimGraphBase.h | |
virtual FPoseLinkMappingRecord GetLinkIDLocation
(
const UScriptStruct* NodeType, |
AnimGraphNode_LinkedAnimGraphBase.h | ||
virtual void GetOutputLinkAttributes
(
FNodeAttributeArray& OutAttributes |
Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node. | AnimGraphNode_LinkedAnimGraphBase.h | |
virtual 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. | AnimGraphNode_LinkedAnimGraphBase.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_LinkedAnimGraphBase.h | |
virtual bool ShouldShowAttributesOnPins() |
AnimGraphNode_LinkedAnimGraphBase.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_LinkedAnimGraphBase.h |
Overridden from UK2Node
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FText GetMenuCategory() |
AnimGraphNode_LinkedAnimGraphBase.h |
Overridden from UEdGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FSlateIcon GetIconAndTint
(
FLinearColor& OutColor |
AnimGraphNode_LinkedAnimGraphBase.h | ||
virtual FText GetNodeTitle
(
ENodeTitleType::Type TitleType |
AnimGraphNode_LinkedAnimGraphBase.h | ||
virtual FLinearColor GetNodeTitleColor() |
AnimGraphNode_LinkedAnimGraphBase.h | ||
virtual FText GetTooltipText() |
AnimGraphNode_LinkedAnimGraphBase.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
AnimGraphNode_LinkedAnimGraphBase.h | ||
virtual void Serialize
(
FArchive& Ar |
AnimGraphNode_LinkedAnimGraphBase.h |
Overridden from IK2Node_EventNodeInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TSharedPtr< FEdGraphSchemaAction > GetEventNodeAction
(
const FText& ActionCategory |
AnimGraphNode_LinkedAnimGraphBase.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AllocatePoseLinks() |
Called pre-compilation to allocate pose links. | AnimGraphNode_LinkedAnimGraphBase.h | |
void GenerateExposedPinsDetails
(
IDetailLayoutBuilder& DetailBuilder |
Generates widgets for exposing/hiding Pins for this node using the provided detail builder | AnimGraphNode_LinkedAnimGraphBase.h | |
virtual FString GetCurrentInstanceBlueprintPath() |
Gets path to the currently selected instance class' blueprint. | AnimGraphNode_LinkedAnimGraphBase.h | |
virtual FLinearColor GetDefaultNodeTitleColor() |
AnimGraphNode_LinkedAnimGraphBase.h | ||
virtual void HandleFunctionReferenceChanged
(
FName InNewName |
Handler for when the function reference gets re-resolved on node reconstruction. | AnimGraphNode_LinkedAnimGraphBase.h | |
bool HasInstanceLoop() |
Finds out whether there is a loop in the graph formed by linked instances from this node. | AnimGraphNode_LinkedAnimGraphBase.h | |
void IterateFunctionParameters
(
UFunction* InFunction, |
Helper func for generating pins. | AnimGraphNode_LinkedAnimGraphBase.h | |
void OnSetInstanceBlueprint
(
const FAssetData& AssetData, |
Instance blueprint was changed by user. | AnimGraphNode_LinkedAnimGraphBase.h | |
virtual bool OnShouldFilterInstanceBlueprint
(
const FAssetData& AssetData |
Filter callback for blueprints (only accept matching skeletons/interfaces) | AnimGraphNode_LinkedAnimGraphBase.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static 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. | AnimGraphNode_LinkedAnimGraphBase.h |