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API > API/Editor > API/Editor/AnimGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UK2Node
- UAnimGraphNode_Base
- UAnimGraphNode_CustomProperty
- UAnimGraphNode_LinkedAnimGraphBase
- UAnimGraphNode_LinkedAnimLayer
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_LinkedAnimLayer.h |
Include | #include "AnimGraphNode_LinkedAnimLayer.h" |
Syntax
class UAnimGraphNode_LinkedAnimLayer : public UAnimGraphNode_LinkedAnimGraphBase
Variables
Type | Name | Description | |
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FGuid | InterfaceGuid | Guid of the named layer graph we refer to |
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FAnimNode_LinkedAnimLayer | Node | |
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FDelegateHandle | SetObjectBeingDebuggedHandle | Handle used to hook into object being debugged changing. |
Functions
Type | Name | Description | |
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FGuid | Helper function to get the interface graph GUID currently in use by the selected layer. | |
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TSubclassOf< UInterface > | Helper function to get the interface currently in use by the selected layer. | |
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FName | GetLayerName () |
Gets the name of the layer we refer to. |
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void | GetLayerNames
(
TArray< TSharedPtr< FString >>& OutStrings, |
--UI CALLBACKS -- // Handlers for layer combo |
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FString | ||
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void | GetLinkTarget
(
UObject*& OutTargetGraph, |
|
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FAnimNode_LinkedAnimLayer * | Get the preview node, if any, when instanced in an animation blueprint and debugged. | |
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void | ||
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void | HandleSetObjectBeingDebugged
(
UObject* InDebugObj |
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bool | ||
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bool | ||
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void | OnLayerChanged
(
IDetailLayoutBuilder* DetailBuilder |
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void | SetLayerName
(
FName InName |
Sets the name of the layer we refer to. |
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void | SetupFromLayerId
(
FName InLayerId |
Helper function to setup a newly spawned node. |
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void | Optionally updates layer GUID if it is invalid. | |
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void | ValidateCircularRefAndNesting
(
const UEdGraph* CurrentGraph, |
Used during compilation to check if the blueprint structure causes any circular references or nested linked layer nodes. |
Overridden from UAnimGraphNode_LinkedAnimGraphBase
Type | Name | Description | |
---|---|---|---|
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FString | Gets path to the currently selected instance class' blueprint. | |
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FLinearColor | ||
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FAnimNode_LinkedAnimGraph * | Begin UAnimGraphNode_LinkedAnimGraphBase. | |
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const FAnimNode_LinkedAnimGraph * | ||
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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 | OnShouldFilterInstanceBlueprint
(
const FAssetData& AssetData |
Filter callback for blueprints (only accept matching skeletons/interfaces) |
Overridden from UAnimGraphNode_CustomProperty
Type | Name | Description | |
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const FAnimNode_CustomProperty * | ||
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FAnimNode_CustomProperty * | Begin UAnimGraphNode_CustomProperty. | |
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UClass * | Helper used to get the skeleton class we are targeting. | |
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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) |
Overridden from UAnimGraphNode_Base
Type | Name | Description | |
---|---|---|---|
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void | CreateCustomPins
(
TArray< UEdGraphPin* >* OldPins |
Override point to create custom pins |
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void | CustomizeDetails
(
IDetailLayoutBuilder& DetailBuilder |
Can customize details tab |
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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. |
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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. |
Overridden from UK2Node
Type | Name | Description | |
---|---|---|---|
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void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Replacement for GetMenuEntries(). |
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bool | IsActionFilteredOut
(
FBlueprintActionFilter const& Filter |
Determine if the node of this type should be filtered in the actions menu |
Overridden from UEdGraphNode
Type | Name | Description | |
---|---|---|---|
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FSlateIcon | GetIconAndTint
(
FLinearColor& OutColor |
|
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UObject * | By default return any animation assets we have. | |
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FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
Gets the name of this node, shown in title bar |
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FText | Gets the tooltip to display when over the node | |
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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). |
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void | Jump to the definition of this node (should only be called if CanJumpToDefinition() return true) | |
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void | Refresh the connectors on a node, preserving as many connections as it can. |