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API > API/Editor > API/Editor/AnimGraph
Inheritance Hierarchy
- 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
UCLASS (MinimalAPI)
class UAnimGraphNode_LinkedAnimLayer : public UAnimGraphNode_LinkedAnimGraphBase
Variables
| Type | Name | Description | |
|---|---|---|---|
| FGuid | InterfaceGuid | Guid of the named layer graph we refer to | |
| FAnimNode_LinkedAnimLayer | Node | ||
| FDelegateHandle | SetObjectBeingDebuggedHandle | Handle used to hook into object being debugged changing. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FGuid | Helper function to get the interface graph GUID currently in use by the selected layer. | ||
| TSubclassOf< UInterface > | Helper function to get the interface currently in use by the selected layer. | ||
| FName | GetLayerName () |
Gets the name of the layer we refer to. | |
| void | GetLayerNames
(
TArray< TSharedPtr< FString > >& OutStrings, |
-- UI CALLBACKS -- // Handlers for layer combo | |
| FString | |||
| void | GetLinkTarget
(
UObject*& OutTargetGraph, |
||
| FAnimNode_LinkedAnimLayer * | Get the preview node, if any, when instanced in an animation blueprint and debugged. | ||
| void | |||
| void | HandleSetObjectBeingDebugged
(
UObject* InDebugObj |
||
| bool | |||
| bool | |||
| bool | IsActionFilteredOut
(
FBlueprintActionFilter const& Filter |
||
| void | OnLayerChanged
(
IDetailLayoutBuilder* DetailBuilder |
||
| void | SetLayerName
(
FName InName |
Sets the name of the layer we refer to. | |
| void | SetupFromLayerId
(
FName InLayerId |
Helper function to setup a newly spawned node. | |
| void | Optionally updates layer GUID if it is invalid. | ||
| 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 | |
|---|---|---|---|
| FString | Gets path to the currently selected instance class' blueprint. | ||
| FLinearColor | |||
| FSlateIcon | GetIconAndTint
(
FLinearColor& OutColor |
||
| FAnimNode_LinkedAnimGraph * | Begin UAnimGraphNode_LinkedAnimGraphBase. | ||
| const FAnimNode_LinkedAnimGraph * | |||
| FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
||
| FText | |||
| void | HandleFunctionReferenceChanged
(
FName InNewName |
Handler for when the function reference gets re-resolved on node reconstruction. | |
| bool | OnShouldFilterInstanceBlueprint
(
const FAssetData& AssetData |
Filter callback for blueprints (only accept matching skeletons/interfaces) |
Overridden from UAnimGraphNode_CustomProperty
| Type | Name | Description | |
|---|---|---|---|
| const FAnimNode_CustomProperty * | |||
| FAnimNode_CustomProperty * | Begin UAnimGraphNode_CustomProperty. | ||
| UClass * | Helper used to get the skeleton class we are targeting. | ||
| bool | HasExternalDependencies
(
TArray< class UStruct* >* OptionalOutput |
||
| 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 | |
|---|---|---|---|
| void | CreateCustomPins
(
TArray< UEdGraphPin* >* OldPins |
Override point to create custom pins | |
| void | CustomizeDetails
(
IDetailLayoutBuilder& DetailBuilder |
Can customize details tab | |
| UObject * | By default return any animation assets we have. | ||
| void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
||
| FProperty * | GetPinProperty
(
FName InPinName |
||
| void | |||
| void | |||
| void | Serialize
(
FArchive& Ar |
||
| void | ValidateAnimNodeDuringCompilation
(
USkeleton* ForSkeleton, |
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |