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API > API/Editor > API/Editor/AnimGraph
Inheritance Hierarchy
- UK2Node
- UAnimGraphNode_Base
- UAnimGraphNode_StateResult
- UAnimGraphNode_CustomTransitionResult
References
| Module | AnimGraph |
| Header | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_StateResult.h |
| Include | #include "AnimGraphNode_StateResult.h" |
Syntax
UCLASS (MinimalAPI)
class UAnimGraphNode_StateResult : public UAnimGraphNode_Base
Variables
| Type | Name | Description | |
|---|---|---|---|
| FAnimNode_StateResult | Node | ||
| FMemberReference | StateEntryFunction | Function called when the owning state is entered, meaning it becomes the state machine's current state. | |
| FMemberReference | StateExitFunction | Function called when the owning state is exited, meaning it stops being the state machine's current state. | |
| FMemberReference | StateFullyBlendedInFunction | Function called when the owning state is fully blended in. | |
| FMemberReference | StateFullyBlendedOutFunction | Function called when the owning state is fully blended out. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAnimGraphNode_StateResult
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | |||
| bool | |||
| FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
||
| FText | |||
| bool |
Overridden from UAnimGraphNode_Base
| Type | Name | Description | |
|---|---|---|---|
| void | AddSearchMetaDataInfo
(
TArray< struct FSearchTagDataPair >& OutTaggedMetaData |
||
| void | GetBoundFunctionsInfo
(
TArray< TPair< FName, FName > >& InOutBindingsInfo |
Gets editor information for all the bound anim node functions (category metadata string, member variable's name) Used by SAnimGraphNode to display all bound functions of an anim node. | |
| FString | Get the link to the documentation. | ||
| void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
||
| FLinearColor | |||
| bool | IsSinkNode () |
Is this node a sink that has no pose outputs? | |
| void | OnProcessDuringCompilation
(
IAnimBlueprintCompilationContext& InCompilationContext, |
Process this node's data during compilation (override point) | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| bool | ReferencesFunction
(
const FName& InFunctionName, |
||
| void | ValidateAnimNodeDuringCompilation
(
USkeleton* ForSkeleton, |
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |