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API > API/Plugins > API/Plugins/UAFAnimNode
Interface implemented by blend transitions
| Name | IUAFTransitionNode |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/UAF/UAFAnimNode/Source/UAFAnimNode/Public/UAF/AnimNodeCore/IUAFTransitionNode.h |
| Include Path | #include "UAF/AnimNodeCore/IUAFTransitionNode.h" |
Syntax
struct IUAFTransitionNode
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IUAFTransitionNode() |
UAF/AnimNodeCore/IUAFTransitionNode.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| InterfaceId | FUAFAnimNodeInterfaceId | UAF/AnimNodeCore/IUAFTransitionNode.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FUAFAnimNodePtr & GetSource() |
Returns the source node we are transitioning away from. | UAF/AnimNodeCore/IUAFTransitionNode.h | |
const FUAFAnimNodePtr & GetTarget() |
Returns the target node we are transitioning towards to. | UAF/AnimNodeCore/IUAFTransitionNode.h | |
bool IsComplete() |
Returns whether or not the transition has completed. | UAF/AnimNodeCore/IUAFTransitionNode.h | |
FUAFAnimNodePtr Prune() |
Call Prune on a completed transition to get the unparented Target node Prune will also check if current target is another completed IUAFTransition, and will prune all the way down to a target node which is either not a transition, or not complete | UAF/AnimNodeCore/IUAFTransitionNode.h | |
FUAFAnimNodePtr ReleaseSource() |
Un-parents the source node and returns it Can only be called when the transition has completed as this is used to steal ownership | UAF/AnimNodeCore/IUAFTransitionNode.h | |
FUAFAnimNodePtr ReleaseTarget() |
Un-parents the target node and returns it Can only be called when the transition has completed as this is used to steal ownership | UAF/AnimNodeCore/IUAFTransitionNode.h |