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API > API/Editor > API/Editor/AnimGraph
| Name | UAnimStateTransitionNode |
| Type | class |
| Header File | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h |
| Include Path | #include "AnimStateTransitionNode.h" |
Syntax
UCLASS (MinimalAPI, Config=Editor)
class UAnimStateTransitionNode : public UAnimStateNodeBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdGraphNode → UAnimStateNodeBase → UAnimStateTransitionNode
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAnimStateTransitionNode
(
const FObjectInitializer& ObjectInitializer |
AnimStateTransitionNode.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AutomaticRuleTriggerTime | float | When should the automatic transition rule trigger relative to the time remaining on the relevant asset player: < 0 means trigger the transition 'Crossfade Duration' seconds before the end of the asset player, so a standard blend would finish just as the asset player ends >= 0 means trigger the transition 'Automatic Rule Trigger Time' seconds before the end of the asset player | AnimStateTransitionNode.h |
|
| bAllowInertializationForSelfTransitions | bool | Whether to fall back to inertialization/dead blending when reentering an already-active state. | AnimStateTransitionNode.h |
|
| bAutomaticRuleBasedOnSequencePlayerInState | bool | Try setting the rule automatically based on most relevant asset player node's remaining time and the Automatic Rule Trigger Time of the transition, ignoring the internal time. | AnimStateTransitionNode.h |
|
| bDisabled | bool | Whether or not to disable this transition from being enterable | AnimStateTransitionNode.h |
|
| Bidirectional | bool | This transition can go both directions | AnimStateTransitionNode.h |
|
| BlendMode | EAlphaBlendOption | AnimStateTransitionNode.h |
|
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| BlendProfileWrapper | FBlendProfileInterfaceWrapper | The blend profile to use to evaluate this transition per-bone. | AnimStateTransitionNode.h |
|
| BoundGraph | TObjectPtr< class UEdGraph > | The transition logic graph for this transition (returning a boolean) | AnimStateTransitionNode.h | |
| bSharedCrossfade | bool | The cross-fade settings of this node may be shared | AnimStateTransitionNode.h | |
| bSharedRules | bool | The rules for this transition may be shared with other transition nodes | AnimStateTransitionNode.h | |
| CachedRotation | FVector2D | AnimStateTransitionNode.h | ||
| CrossfadeDuration | float | The duration to cross-fade for. | AnimStateTransitionNode.h |
|
| CustomBlendCurve | TObjectPtr< UCurveFloat > | AnimStateTransitionNode.h |
|
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| CustomTransitionGraph | TObjectPtr< class UEdGraph > | The animation graph for this transition if it uses custom blending (returning a pose) | AnimStateTransitionNode.h | |
| LogicType | TEnumAsByte< ETransitionLogicType::Type > | What transition logic to use. | AnimStateTransitionNode.h |
|
| MinTimeBeforeReentry | float | The minimum time elapsed (in seconds) before the target state can be re-entered via this transition Has no effect when set to -1.0. | AnimStateTransitionNode.h |
|
| PriorityOrder | int32 | The priority order of this transition. | AnimStateTransitionNode.h |
|
| SharedColor | FLinearColor | Color we draw in the editor as if we are shared | AnimStateTransitionNode.h | |
| SharedCrossfadeGuid | FGuid | AnimStateTransitionNode.h | ||
| SharedCrossfadeIdx | int32 | AnimStateTransitionNode.h | ||
| SharedCrossfadeName | FString | AnimStateTransitionNode.h | ||
| SharedRulesGuid | FGuid | Shared rules guid useful when copying between different state machines | AnimStateTransitionNode.h | |
| SharedRulesName | FString | What we call this transition if we are shared ('Transition X to Y' can't be used since its used in multiple places) | AnimStateTransitionNode.h | |
| SyncGroupNameToRequireValidMarkersRule | FName | If SyncGroupName is specified, Transition will only be taken if the SyncGroup has valid markers (other transition rules still apply in addition to that). | AnimStateTransitionNode.h |
|
| TransitionEnd | FAnimNotifyEvent | AnimStateTransitionNode.h |
|
|
| TransitionInterrupt | FAnimNotifyEvent | AnimStateTransitionNode.h |
|
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| TransitionStart | FAnimNotifyEvent | AnimStateTransitionNode.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CopyCrossfadeSettings
(
const UAnimStateTransitionNode* SrcNode |
AnimStateTransitionNode.h | ||
void CreateConnections
(
UAnimStateNodeBase* PreviousState, |
AnimStateTransitionNode.h | ||
UEdGraph * GetCustomTransitionGraph() |
AnimStateTransitionNode.h | ||
UAnimStateNodeBase * GetNextState() |
AnimStateTransitionNode.h | ||
UAnimStateNodeBase * GetPreviousState() |
AnimStateTransitionNode.h | ||
bool IsBoundGraphShared() |
Returns true if this nodes BoundGraph is shared with another node in the parent graph | AnimStateTransitionNode.h | |
bool IsReverseTrans
(
const UAnimStateNodeBase* Node |
AnimStateTransitionNode.h | ||
void MakeCrossfadeShareable
(
FString ShareName |
AnimStateTransitionNode.h | ||
void MakeRulesShareable
(
FString ShareName |
AnimStateTransitionNode.h | ||
void PropagateCrossfadeSettings() |
AnimStateTransitionNode.h | ||
void RelinkHead
(
UAnimStateNodeBase* NewTargetState |
Relink transition head (where the arrow head is of a state transition) to a new state. | AnimStateTransitionNode.h | |
void RelinkTail
(
UAnimStateNodeBase* NewSourceState |
Relink transition tail (where the arrow base is of a state transition) to a new state. | AnimStateTransitionNode.h | |
void Reverse() |
Reverse the direction of this transition | AnimStateTransitionNode.h | |
void UnshareCrossade() |
AnimStateTransitionNode.h | ||
void UnshareRules() |
AnimStateTransitionNode.h | ||
void UseSharedCrossfade
(
const UAnimStateTransitionNode* Node |
AnimStateTransitionNode.h | ||
void UseSharedRules
(
const UAnimStateTransitionNode* Node |
AnimStateTransitionNode.h | ||
bool ValidateBlendProfile() |
Validates any currently set blend profile, ensuring it's valid for the current skeleton | AnimStateTransitionNode.h |
Overridden from UAnimStateNodeBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ClearBoundGraph() |
AnimStateTransitionNode.h | ||
virtual UEdGraph * GetBoundGraph() |
AnimStateTransitionNode.h | ||
virtual UEdGraphPin * GetInputPin() |
AnimStateTransitionNode.h | ||
virtual UEdGraphPin * GetOutputPin() |
AnimStateTransitionNode.h | ||
virtual FString GetStateName() |
AnimStateTransitionNode.h |
Overridden from UEdGraphNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AllocateDefaultPins() |
AnimStateTransitionNode.h | ||
virtual bool CanDuplicateNode() |
AnimStateTransitionNode.h | ||
virtual void DestroyNode() |
AnimStateTransitionNode.h | ||
virtual UObject * GetJumpTargetForDoubleClick() |
AnimStateTransitionNode.h | ||
virtual void GetNodeContextMenuActions
(
UToolMenu* Menu, |
AnimStateTransitionNode.h | ||
virtual FText GetNodeTitle
(
ENodeTitleType::Type TitleType |
AnimStateTransitionNode.h | ||
virtual FLinearColor GetNodeTitleColor() |
AnimStateTransitionNode.h | ||
| AnimStateTransitionNode.h | |||
virtual FText GetTooltipText() |
AnimStateTransitionNode.h | ||
virtual void PinConnectionListChanged
(
UEdGraphPin* Pin |
AnimStateTransitionNode.h | ||
virtual void PostPasteNode() |
AnimStateTransitionNode.h | ||
virtual void PostPlacedNewNode() |
AnimStateTransitionNode.h | ||
virtual void PrepareForCopying() |
AnimStateTransitionNode.h | ||
virtual void ValidateNodeDuringCompilation
(
FCompilerResultsLog& MessageLog |
AnimStateTransitionNode.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
AnimStateTransitionNode.h | ||
virtual void PostLoad() |
AnimStateTransitionNode.h | ||
virtual void Serialize
(
FArchive& Ar |
AnimStateTransitionNode.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CreateBoundGraph() |
AnimStateTransitionNode.h | ||
void CreateCustomTransitionGraph() |
AnimStateTransitionNode.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static TArray< UAnimStateTransitionNode * > GetListTransitionNodesToRelink
(
UEdGraphPin* SourcePin, |
Helper function to gather the transition nodes to be relinked by taking the graph selection into account as well. | AnimStateTransitionNode.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BlendProfile_DEPRECATED | TObjectPtr< UBlendProfile > | The blend profile to use to evaluate this transition per-bone | AnimStateTransitionNode.h | |
| CrossfadeMode_DEPRECATED | TEnumAsByte< ETransitionBlendMode::Type > | The type of blending to use in the crossfade. | AnimStateTransitionNode.h |