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| Name | UAnimGraphNode_LinkedAnimLayer |
| Type | class |
| Header File | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h |
| Include Path | #include "AnimGraphNode_LinkedAnimLayer.h" |
Syntax
UCLASS (MinimalAPI)
class UAnimGraphNode_LinkedAnimLayer : public UAnimGraphNode_LinkedAnimGraphBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UK2Node → UAnimGraphNode_Base → UAnimGraphNode_CustomProperty → UAnimGraphNode_LinkedAnimGraphBase → UAnimGraphNode_LinkedAnimLayer
Implements Interfaces
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| InterfaceGuid | FGuid | Guid of the named layer graph we refer to | AnimGraphNode_LinkedAnimLayer.h | |
| Node | FAnimNode_LinkedAnimLayer | AnimGraphNode_LinkedAnimLayer.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FName GetLayerName() |
Gets the name of the layer we refer to. | AnimGraphNode_LinkedAnimLayer.h | |
void SetLayerName
(
FName InName |
Sets the name of the layer we refer to. | AnimGraphNode_LinkedAnimLayer.h | |
void UpdateGuidForLayer() |
Optionally updates layer GUID if it is invalid. | AnimGraphNode_LinkedAnimLayer.h |
Overridden from UAnimGraphNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CustomizeDetails
(
IDetailLayoutBuilder& DetailBuilder |
Can customize details tab | AnimGraphNode_LinkedAnimLayer.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_LinkedAnimLayer.h |
Overridden from UK2Node
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
AnimGraphNode_LinkedAnimLayer.h | ||
virtual bool IsActionFilteredOut
(
FBlueprintActionFilter const& Filter |
AnimGraphNode_LinkedAnimLayer.h |
Overridden from UEdGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FSlateIcon GetIconAndTint
(
FLinearColor& OutColor |
AnimGraphNode_LinkedAnimLayer.h | ||
virtual UObject * GetJumpTargetForDoubleClick() |
By default return any animation assets we have. | AnimGraphNode_LinkedAnimLayer.h | |
virtual FText GetNodeTitle
(
ENodeTitleType::Type TitleType |
AnimGraphNode_LinkedAnimLayer.h | ||
virtual FText GetTooltipText() |
AnimGraphNode_LinkedAnimLayer.h | ||
| AnimGraphNode_LinkedAnimLayer.h | |||
virtual void JumpToDefinition() |
AnimGraphNode_LinkedAnimLayer.h | ||
virtual void ReconstructNode() |
AnimGraphNode_LinkedAnimLayer.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Serialize
(
FArchive& Ar |
AnimGraphNode_LinkedAnimLayer.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGuid GetGuidForLayer() |
Helper function to get the interface graph GUID currently in use by the selected layer. | AnimGraphNode_LinkedAnimLayer.h | |
TSubclassOf< UInterface > GetInterfaceForLayer() |
Helper function to get the interface currently in use by the selected layer. | AnimGraphNode_LinkedAnimLayer.h | |
void GetLayerNames
(
TArray< TSharedPtr< FString > >& OutStrings, |
--UI CALLBACKS -- // Handlers for layer combo | AnimGraphNode_LinkedAnimLayer.h | |
FString GetLayerNameString() |
AnimGraphNode_LinkedAnimLayer.h | ||
void GetLinkTarget
(
UObject*& OutTargetGraph, |
AnimGraphNode_LinkedAnimLayer.h | ||
FAnimNode_LinkedAnimLayer * GetPreviewNode() |
Get the preview node, if any, when instanced in an animation blueprint and debugged. | AnimGraphNode_LinkedAnimLayer.h | |
void HandleInstanceChanged() |
AnimGraphNode_LinkedAnimLayer.h | ||
void HandleSetObjectBeingDebugged
(
UObject* InDebugObj |
AnimGraphNode_LinkedAnimLayer.h | ||
bool HasAvailableLayers() |
AnimGraphNode_LinkedAnimLayer.h | ||
bool HasValidNonSelfLayer() |
AnimGraphNode_LinkedAnimLayer.h | ||
void OnLayerChanged
(
IDetailLayoutBuilder* DetailBuilder |
AnimGraphNode_LinkedAnimLayer.h | ||
void SetupFromLayerId
(
FName InLayerId |
Helper function to setup a newly spawned node. | AnimGraphNode_LinkedAnimLayer.h | |
| Used during compilation to check if the blueprint structure causes any circular references or nested linked layer nodes. | AnimGraphNode_LinkedAnimLayer.h |
Overridden from UAnimGraphNode_LinkedAnimGraphBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetCurrentInstanceBlueprintPath() |
Gets path to the currently selected instance class' blueprint. | AnimGraphNode_LinkedAnimLayer.h | |
virtual FLinearColor GetDefaultNodeTitleColor() |
AnimGraphNode_LinkedAnimLayer.h | ||
virtual FAnimNode_LinkedAnimGraph * GetLinkedAnimGraphNode () |
Begin UAnimGraphNode_LinkedAnimGraphBase. | AnimGraphNode_LinkedAnimLayer.h | |
virtual const FAnimNode_LinkedAnimGraph * GetLinkedAnimGraphNode () |
AnimGraphNode_LinkedAnimLayer.h | ||
virtual void HandleFunctionReferenceChanged
(
FName InNewName |
Handler for when the function reference gets re-resolved on node reconstruction. | AnimGraphNode_LinkedAnimLayer.h | |
virtual bool OnShouldFilterInstanceBlueprint
(
const FAssetData& AssetData |
Filter callback for blueprints (only accept matching skeletons/interfaces) | AnimGraphNode_LinkedAnimLayer.h |
Overridden from UAnimGraphNode_CustomProperty
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual const FAnimNode_CustomProperty * GetCustomPropertyNode () |
AnimGraphNode_LinkedAnimLayer.h | ||
virtual FAnimNode_CustomProperty * GetCustomPropertyNode () |
Begin UAnimGraphNode_CustomProperty. | AnimGraphNode_LinkedAnimLayer.h | |
virtual UClass * GetTargetSkeletonClass() |
Helper used to get the skeleton class we are targeting. | AnimGraphNode_LinkedAnimLayer.h | |
virtual bool IsStructuralProperty
(
FProperty* InProperty |
Check whether the specified property is structural (i.e. should we rebuild the UI if it changes) | AnimGraphNode_LinkedAnimLayer.h |
Overridden from UAnimGraphNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateCustomPins
(
TArray< UEdGraphPin* >* OldPins |
Override point to create custom pins | AnimGraphNode_LinkedAnimLayer.h | |
| AnimGraphNode_LinkedAnimLayer.h |