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| Name | UPoseWatch |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/PoseWatch.h |
| Include Path | #include "Engine/PoseWatch.h" |
Syntax
UCLASS (MinimalAPI)
class UPoseWatch : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPoseWatch
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPoseWatch
(
const FObjectInitializer& ObjectInitializer |
Engine/PoseWatch.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Node | TWeakObjectPtr< class UEdGraphNode > | Engine/PoseWatch.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TObjectPtr< TElementType > AddElement
(
const FText InLabel, |
Create a new element of a specified type and add it to this pose watch | Engine/PoseWatch.h | |
TObjectPtr< UPoseWatchElement > AddElement
(
const FText InLabel, |
Create a new element and add it to this pose watch | Engine/PoseWatch.h | |
bool Contains
(
const UPoseWatchElement*const InElement |
Engine/PoseWatch.h | ||
bool Contains
(
const TObjectPtr< UPoseWatchElement > InElement |
Returns true if this pose watch contains the specified element | Engine/PoseWatch.h | |
TObjectPtr< UPoseWatchElement > FindElement
(
const FText InLabel |
Find an element with the supplied label. | Engine/PoseWatch.h | |
TObjectPtr< UPoseWatchElement > FindOrAddElement
(
const FText InLabel, |
Find and return and existing element with the supplied label or, if none exists, create a new element and add it to this pose watch. | Engine/PoseWatch.h | |
UAnimBlueprint * GetAnimBlueprint() |
Returns the anim blueprint this pose watch is stored inside | Engine/PoseWatch.h | |
FColor GetColor() |
Returns the color to display the pose watch using | Engine/PoseWatch.h | |
FText GetDefaultLabel() |
The default name given to all new pose watches | Engine/PoseWatch.h | |
TArray< TObjectPtr< UPoseWatchElement > > & GetElements() |
Returns a reference to the array of elements stored in this | Engine/PoseWatch.h | |
TObjectPtr< TElementType > GetFirstElementOfType() |
Returns the first element with the matching type | Engine/PoseWatch.h | |
bool GetIsEnabled() |
Returns true if any child element is enabled | Engine/PoseWatch.h | |
bool GetIsExpanded() |
Returns true if this should display its children in the pose watch manager window | Engine/PoseWatch.h | |
bool GetIsNodeEnabled() |
Returns true if the this pose watch's node is active in its anim graph | Engine/PoseWatch.h | |
bool GetIsVisible() |
Returns the visibility of this pose watch | Engine/PoseWatch.h | |
FText GetLabel() |
Returns the display label assigned to this pose watch | Engine/PoseWatch.h | |
UPoseWatchFolder * GetParent() |
Returns the parent folder this pose watch belongs to, if any | Engine/PoseWatch.h | |
const FText GetPath() |
Returns the slash delimited path of this pose watch | Engine/PoseWatch.h | |
bool GetShouldDeleteOnDeselect() |
Returns true if this pose watch should be deleted after the user has deselected its assigned node (Editor preference) | Engine/PoseWatch.h | |
bool IsAssignedFolder() |
Returns true if this pose watch is inside some pose watch folder | Engine/PoseWatch.h | |
bool IsIn
(
const UPoseWatchFolder* InFolder |
Returns true if this pose watch is inside InFolder | Engine/PoseWatch.h | |
bool IsLabelUniqueInParent
(
const FText& InLabel, |
Returns true if InLabel is a unique pose watch label among the children of InFolder, excluding this | Engine/PoseWatch.h | |
void MoveTo
(
UPoseWatchFolder* InFolder |
Alias of SetParent | Engine/PoseWatch.h | |
void OnRemoved() |
Called when a pose watch is deleted to update it's parent | Engine/PoseWatch.h | |
void SetColor
(
const FColor& InColor |
Sets the display color of this pose watch in the UI and viewport | Engine/PoseWatch.h | |
void SetIsExpanded
(
bool bInIsExpanded |
Set whether this should display its children in the pose watch manager window | Engine/PoseWatch.h | |
void SetIsNodeEnabled
(
const bool bInIsEnabled |
If set, denotes the pose watch is able to be drawn to the viewport | Engine/PoseWatch.h | |
void SetIsVisible
(
bool bInIsVisible |
Sets whether or not to render this pose watch to the viewport | Engine/PoseWatch.h | |
bool SetLabel
(
const FText& InLabel |
Attempts to set the label, returns false if unsuccessful (if there's a name clash with another pose watch in the current directory) | Engine/PoseWatch.h | |
bool SetParent
(
UPoseWatchFolder* InParent, |
Attempts to set this pose watch's parent, returns false if unsuccessful (if moving causes a name clash) Using bForce may change the pose watch's label to ensure no name clashes | Engine/PoseWatch.h | |
void SetShouldDeleteOnDeselect
(
const bool bInDeleteOnDeselection |
Sets whether this pose watch should delete after deselecting it's assigned node (Editor preference) | Engine/PoseWatch.h | |
void SetUniqueDefaultLabel() |
Takes GetDefaultLabel() and generates unique labels to avoid name clashes (e.g. PoseWatch1, PoseWatch2, ...) | Engine/PoseWatch.h | |
void ToggleIsVisible() |
Toggle's the pose watch's visibility | Engine/PoseWatch.h | |
void UpdateVisibility() |
Called when a child element's visibility is changed | Engine/PoseWatch.h | |
| Returns true if there would be no name clashes when assigning the label InLabel | Engine/PoseWatch.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Serialize
(
FArchive& Ar |
Engine/PoseWatch.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bInvertViewportMask_DEPRECATED | bool | Engine/PoseWatch.h | ||
| BlendScaleThreshold_DEPRECATED | float | Engine/PoseWatch.h | ||
| Color_DEPRECATED | FColor | Engine/PoseWatch.h | ||
| IconName_DEPRECATED | FName | Engine/PoseWatch.h | ||
| ViewportMask_DEPRECATED | TObjectPtr< UBlendProfile > | Engine/PoseWatch.h | ||
| ViewportOffset_DEPRECATED | FVector3d | Engine/PoseWatch.h |