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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UAnimStateNodeBase
- UAnimStateConduitNode
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimStateConduitNode.h |
Include | #include "AnimStateConduitNode.h" |
Syntax
class UAnimStateConduitNode : public UAnimStateNodeBase
Variables
Type | Name | Description | |
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TObjectPtr< class UEdGraph > | BoundGraph | The transition graph for this conduit; it's a logic graph, not an animation graph. |
Constructors
Type | Name | Description | |
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UAnimStateConduitNode
(
const FObjectInitializer& ObjectInitializer |
Overridden from UAnimStateNodeBase
Type | Name | Description | |
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void | ||
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UEdGraph * | ||
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FString | Name used as a seed when pasting nodes. | |
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UEdGraphPin * | GetInputPin () |
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UEdGraphPin * | GetOutputPin () |
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FString | GetStateName () |
Overridden from UEdGraphNode
Type | Name | Description | |
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void | Allocate default pins for a given node, based only the NodeType, which should already be filled in. | |
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void | AutowireNewNode
(
UEdGraphPin* FromPin |
Autowire a newly created node. |
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bool | Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph | |
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void | DestroyNode () |
Destroy the specified node |
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FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
Gets the name of this node, shown in title bar |
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TArray< UEdGraph * > | GetSubGraphs () |
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FText | Gets the tooltip to display when over the node | |
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void | Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor | |
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void | A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. | |
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void | ValidateNodeDuringCompilation
(
FCompilerResultsLog& MessageLog |
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |