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Unreal Engine C++ API Reference > Editor > UMGEditor
Inheritance Hierarchy
- UK2Node_Event
- UK2Node_WidgetAnimationEvent
References
Module | UMGEditor |
Header | /Engine/Source/Editor/UMGEditor/Classes/K2Node_WidgetAnimationEvent.h |
Include | #include "K2Node_WidgetAnimationEvent.h" |
Syntax
UCLASS (MinimalAPI)
class UK2Node_WidgetAnimationEvent : public UK2Node_Event
Variables
Type | Name | Description | |
---|---|---|---|
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EWidgetAnimationEvent | Action | The action to bind to. |
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FName | AnimationPropertyName | Name of property in Blueprint class that pointer to component we want to bind to |
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TObjectPtr< const UWidgetBlueprint > | SourceWidgetBlueprint | |
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FName | UserTag | Binds this to a specific user action. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UK2Node_WidgetAnimationEvent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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UClass * | ||
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void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
|
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FText | ||
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FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
|
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FBlueprintNodeSignature | GetSignature () |
|
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FText | ||
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void | HandleVariableRenamed
(
UBlueprint* InBlueprint, |
|
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bool | IsActionFilteredOut
(
FBlueprintActionFilter const& Filter |
|
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bool | IsCompatibleWithGraph
(
const UEdGraph* TargetGraph |
|
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void | MarkDirty () |
|
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void | PostDuplicate
(
bool bDuplicateForPIE |
|
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void | RegisterDynamicBinding
(
UDynamicBlueprintBinding* BindingObject |
|
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bool | ||
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void | ValidateNodeDuringCompilation
(
FCompilerResultsLog& MessageLog |