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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
- UEdGraphSchema_K2
- UAnimationGraphSchema
- UAnimationBlendStackGraphSchema
- UAnimationCustomTransitionSchema
- UAnimationStateGraphSchema
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimationGraphSchema.h |
Include | #include "AnimationGraphSchema.h" |
Syntax
UCLASS (MinimalAPI)
class UAnimationGraphSchema : public UEdGraphSchema_K2
Variables
Type | Name | Description | |
---|---|---|---|
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FName | DefaultEvaluationHandlerName | |
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FName | NAME_AlwaysAsPin | |
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FName | NAME_CustomizeProperty | |
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FName | NAME_NeverAsPin | |
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FName | NAME_OnEvaluate | |
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FName | NAME_PinHiddenByDefault | |
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FName | NAME_PinShownByDefault | |
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FString | PN_SequenceName | Common PinNames. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UAnimationGraphSchema
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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bool | ArePinsCompatible
(
const UEdGraphPin* PinA, |
|
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void | AutoArrangeInterfaceGraph
(
UEdGraph& Graph |
Auto-arranges a graph's inputs and outputs. Does nothing to nodes that are not roots or inputs |
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FReply | BeginGraphDragAction
(
TSharedPtr< FEdGraphSchemaAction > InAction, |
|
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bool | CanDuplicateGraph
(
UEdGraph* InSourceGraph |
|
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bool | CanGraphBeDropped
(
TSharedPtr< FEdGraphSchemaAction > InAction |
|
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bool | CanShowDataTooltipForPin
(
const UEdGraphPin& Pin |
|
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void | ConformAnimGraphToInterface
(
UBlueprint* InBlueprint, |
Conforms an anim graph to an interface function |
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void | ConformAnimLayersByGuid
(
const UAnimBlueprint* InAnimBlueprint, |
Conforms anim layer nodes to an interface desc by GUID |
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bool | CreateAutomaticConversionNodeAndConnections
(
UEdGraphPin* PinA, |
|
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void | CreateDefaultNodesForGraph
(
UEdGraph& Graph |
|
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void | CreateFunctionGraphTerminators
(
UEdGraph& Graph, |
|
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const FPinConnectionResponse | DetermineConnectionResponseOfCompatibleTypedPins
(
const UEdGraphPin* PinA, |
|
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bool | ||
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bool | ||
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bool | ||
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void | DroppedAssetsOnGraph
(
const TArray< FAssetData >& Assets, |
|
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void | DroppedAssetsOnNode
(
const TArray< FAssetData >& Assets, |
|
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void | DroppedAssetsOnPin
(
const TArray< FAssetData >& Assets, |
|
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void | GetAssetsGraphHoverMessage
(
const TArray< FAssetData >& Assets, |
|
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void | GetAssetsNodeHoverMessage
(
const TArray< FAssetData >& Assets, |
|
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void | GetAssetsPinHoverMessage
(
const TArray< FAssetData >& Assets, |
|
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void | GetContextMenuActions
(
UToolMenu* Menu, |
|
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void | GetGraphDisplayInformation
(
const UEdGraph& Graph, |
|
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EGraphType | GetGraphType
(
const UEdGraph* TestEdGraph |
|
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FText | GetPinDisplayName
(
const UEdGraphPin* Pin |
|
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FLinearColor | GetPinTypeColor
(
const FEdGraphPinType& PinType |
|
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FVector2D | GetPositionForNewLinkedInputPoseNode
(
UEdGraph& InGraph |
Find a position for a newly created linked input pose |
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FVector2D | GetPositionForNewSubInputNode
(
UEdGraph& InGraph |
|
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void | HandleGraphBeingDeleted
(
UEdGraph& GraphBeingRemoved |
|
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void | Unexpose pins that are unused on a linked anim graph node | |
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bool | IsComponentSpacePosePin
(
const FEdGraphPinType& PinType |
Checks to see whether the passed-in pin type is a component space pose pin |
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bool | IsLocalSpacePosePin
(
const FEdGraphPinType& PinType |
Checks to see whether the passed-in pin type is a local space pose pin |
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bool | IsPosePin
(
const FEdGraphPinType& PinType |
Checks to see whether the passed-in pin type is a pose pin (local or component space) |
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TSharedPtr< SWidget > | MakeBindingWidgetForPin
(
const TArray< UAnimGraphNode_Base* >& InAnimGraphNodes, |
Create a binding widget for the specified named pin on the specified anim graph nodes |
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FEdGraphPinType | Makes a component space pose pin type | |
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FEdGraphPinType | Makes a local space pose pin type | |
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TOptional< FSearchForAutocastFunctionResults > | SearchForAutocastFunction
(
const FEdGraphPinType& OutputPinType, |
|
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bool | SearchForAutocastFunction
(
const FEdGraphPinType& OutputPinType, |
|
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bool | ||
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void | SpawnNodeFromAsset
(
UAnimationAsset* Asset, |
Spawn the correct node in the Animation Graph using the given AnimationAsset at the supplied location |
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void | SpawnRigidBodyNodeFromAsset
(
UPhysicsAsset* Asset, |
Spawn a rigid body node if we drop a physics asset on the graph |
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bool | TryCreateConnection
(
UEdGraphPin* A, |
|
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void | UpdateNodeWithAsset
(
UK2Node* K2Node, |
Update the specified node to a new asset |