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API > API/Editor > API/Editor/AnimGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UAnimStateNodeBase
- UAnimStateTransitionNode
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h |
Include | #include "AnimStateTransitionNode.h" |
Syntax
class UAnimStateTransitionNode : public UAnimStateNodeBase
Variables
Type | Name | Description | |
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float | AutomaticRuleTriggerTime | 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 |
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bool | bAutomaticRuleBasedOnSequencePlayerInState | 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. |
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bool | Bidirectional | This transition can go both directions |
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EAlphaBlendOption | BlendMode | |
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TObjectPtr< UBlendProfile > | BlendProfile | The blend profile to use to evaluate this transition per-bone. |
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TObjectPtr< class UEdGraph > | BoundGraph | The transition logic graph for this transition (returning a boolean) |
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bool | bSharedCrossfade | The cross-fade settings of this node may be shared |
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bool | bSharedRules | The rules for this transition may be shared with other transition nodes |
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float | CrossfadeDuration | The duration to cross-fade for. |
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TObjectPtr< UCurveFloat > | CustomBlendCurve | |
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TObjectPtr< class UEdGraph > | CustomTransitionGraph | The animation graph for this transition if it uses custom blending (returning a pose) |
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TEnumAsByte< ETransitionLogicType::Type > | LogicType | What transition logic to use. |
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int32 | PriorityOrder | The priority order of this transition. |
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FLinearColor | SharedColor | Color we draw in the editor as if we are shared |
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FGuid | SharedCrossfadeGuid | |
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int32 | SharedCrossfadeIdx | |
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FString | SharedCrossfadeName | |
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FGuid | SharedRulesGuid | Shared rules guid useful when copying between different state machines |
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FString | SharedRulesName | What we call this transition if we are shared ('Transition X to Y' can't be used since its used in multiple places) |
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FName | SyncGroupNameToRequireValidMarkersRule | If SyncGroupName is specified, Transition will only be taken if the SyncGroup has valid markers (other transition rules still apply in addition to that). |
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FAnimNotifyEvent | TransitionEnd | |
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FAnimNotifyEvent | TransitionInterrupt | |
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FAnimNotifyEvent | TransitionStart |
Constructors
Type | Name | Description | |
---|---|---|---|
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UAnimStateTransitionNode
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | CopyCrossfadeSettings
(
const UAnimStateTransitionNode* SrcNode |
|
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void | ||
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void | CreateConnections
(
UAnimStateNodeBase* PreviousState, |
|
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void | ||
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UEdGraph * | ||
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TArray< UAnimStateTransitionNode * > | GetListTransitionNodesToRelink
(
UEdGraphPin* SourcePin, |
Helper function to gather the transition nodes to be relinked by taking the graph selection into account as well. |
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UAnimStateNodeBase * | GetNextState () |
|
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UAnimStateNodeBase * | ||
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bool | Returns true if this nodes BoundGraph is shared with another node in the parent graph | |
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bool | IsReverseTrans
(
const UAnimStateNodeBase* Node |
|
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void | MakeCrossfadeShareable
(
FString ShareName |
|
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void | MakeRulesShareable
(
FString ShareName |
|
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void | ||
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void | RelinkHead
(
UAnimStateNodeBase* NewTargetState |
Relink transition head (where the arrow is of a state transition) to a new state. |
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void | ||
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void | UnshareRules () |
|
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void | UseSharedCrossfade
(
const UAnimStateTransitionNode* Node |
|
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void | UseSharedRules
(
const UAnimStateTransitionNode* Node |
|
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bool | Validates any currently set blend profile, ensuring it's valid for the current skeleton |
Overridden from UAnimStateNodeBase
Type | Name | Description | |
---|---|---|---|
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void | ||
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UEdGraph * | ||
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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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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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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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FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
Gets the name of this node, shown in title bar |
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FLinearColor | Gets the draw color of a node's 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 | PinConnectionListChanged
(
UEdGraphPin* Pin |
Called when the connection list of one of the pins of this node is changed in the editor |
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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 | Perform any steps necessary prior to copying a node into the paste buffer | |
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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. |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | Handles reading, writing, and reference collecting using FArchive. |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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TEnumAsByte< ETransitionBlendMode::Type > | CrossfadeMode_DEPRECATED | The type of blending to use in the crossfade. |