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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UAnimStateNodeBase
- UAnimStateAliasNode
- UAnimStateConduitNode
- UAnimStateNode
- UAnimStateTransitionNode
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h |
Include | #include "AnimStateNodeBase.h" |
Syntax
class UAnimStateNodeBase : public UEdGraphNode
Constructors
Type | Name | Description | |
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UAnimStateNodeBase
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | ||
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UAnimBlueprint * | ||
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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 () |
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void | GetTransitionList
(
TArray< class UAnimStateTransitionNode* >& OutTransitions, |
Populates the OutTransitions array with a list of transition nodes connected to this state. |
Overridden from UEdGraphNode
Type | Name | Description | |
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bool | CanCreateUnderSpecifiedSchema
(
const UEdGraphSchema* Schema |
Determine if this node can be created under the specified schema |
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bool | Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call) | |
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FString | Gets the animation state node documentation link. | |
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UObject * | Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin) | |
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void | Jump to the definition of this node (should only be called if CanJumpToDefinition() return true) | |
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TSharedPtr< class INameValidatorInterface > | Create a name validator for this node | |
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void | OnRenameNode
(
const FString& NewName |
Called when this node is being renamed after a successful name validation |
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void | Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor |