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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
- UK2Node
- UAnimGraphNode_Base
- UAnimGraphNode_AssetPlayerBase
- UAnimGraphNode_BlendSpaceBase
- UAnimGraphNode_RotationOffsetBlendSpace
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_RotationOffsetBlendSpace.h |
Include | #include "AnimGraphNode_RotationOffsetBlendSpace.h" |
Syntax
UCLASS (MinimalAPI)
class UAnimGraphNode_RotationOffsetBlendSpace : public UAnimGraphNode_BlendSpaceBase
Variables
Type | Name | Description | |
---|---|---|---|
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FAnimNode_RotationOffsetBlendSpace | Node |
Constructors
Type | Name | Description | |
---|---|---|---|
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UAnimGraphNode_RotationOffsetBlendSpace
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | GetNodeContextMenuActions
(
UToolMenu* Menu, |
|
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FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
|
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FBlueprintNodeSignature | GetSignature () |
Overridden from UAnimGraphNode_AssetPlayerBase
Type | Name | Description | |
---|---|---|---|
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void | SetAnimationAsset
(
UAnimationAsset* Asset |
Overridden from UAnimGraphNode_Base
Type | Name | Description | |
---|---|---|---|
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void | CustomizeDetails
(
IDetailLayoutBuilder& DetailBuilder |
Can customize details tab |
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void | CustomizePinData
(
UEdGraphPin* Pin, |
Customize pin data based on the input |
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void | GetAllAnimationSequencesReferred
(
TArray< UAnimationAsset* >& AnimAssets |
Populate the supplied arrays with the currently reffered to animation assets. |
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UAnimationAsset * | ||
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void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
|
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void | OnOverrideAssets
(
IAnimBlueprintNodeOverrideAssetsContext& InContext |
Override point for OverrideAssets. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
|
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void | ReplaceReferredAnimations
(
const TMap< UAnimationAsset*, UAnimationAsset* >& AnimAssetReplacementMap |
Replace references to animations that exist in the supplied maps |
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EAnimAssetHandlerType | SupportsAssetClass
(
const UClass* AssetClass |
Returns whether this node supports the supplied asset class |
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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. |