Called before compilation begins, giving a blueprint time to force the linker to load data


Replace references to animations that exist in the supplied maps.

virtual void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap )


Virtual voidGetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) constoverride;

virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )


Returns whether this node supports the supplied asset class

virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const


Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

virtual void ValidateAnimNodeDuringCompilation ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


UAnimGraphNode_PoseByName ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_PoseByName : public [UAnimGraphNode_AssetPlayerBase](API\Editor\AnimGraph\UAnimGraphNode_AssetPlayerBase)


Adds a new target, reallocating transforms array appropriately


Automatically modify TargetScale for each PoseTarget, based on distance to nearest neighbor

void AutoSetTargetScales ( float & OutMaxDistance )


Called to propagate data from the internal node to the preview in Persona.

virtual void CopyNodeDataToPreviewNode ( [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InPreviewNode )


Util to replace current contents of PoseTargets with info from assigned PoseAsset


Return the color for a given weight. Used for Details and EditMode

[FLinearColor](API\Runtime\Core\Math\FLinearColor) GetColorFromWeight ( float InWeight )


Override this function to push an editor mode when this node is selected
the editor mode to use when this node is selected

virtual FEditorModeID GetEditorMode() const


Returns the pose-driver its driven bones by name

void GetDrivingBoneNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


Gets the draw color of a node's body tine

virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeBodyTintColor() const


Gets the name of this node, shown in title bar

virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


virtual const [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() const


virtual [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode()


Get the current preview node instance

[FAnimNode_PoseDriver](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseDriver) * GetPreviewPoseDriverNode() const


Returns the pose-driver its source bones by name

void GetSourceBoneNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


Gets the tooltip to display when over the node

virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.


Reallocates transforms arrays as necessary to accommodate source bones


UObjectinterface

virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


Set the pose-driver its driven bones by name

void SetDrivingBones ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


void SetPoseDriverOutput ( EPoseDriverOutput DriverOutput )


void SetPoseDriverSource ( EPoseDriverSource DriverSource )


void SetRBFParameters ( [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) Parameters )


Sets the pose-driver its source bones by name

void SetSourceBones ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


Returns whether this node supports the supplied asset class

virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const


Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

virtual void ValidateAnimNodeDuringCompilation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


UAnimGraphNode_PoseDriver ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_PoseDriver : public [UAnimGraphNode_PoseHandler](API\Editor\AnimGraph\UAnimGraphNode_PoseHandler)

AxisLength

Length of axis in world units used for debug drawing

bDrawDebugCones

If checked the cones will be drawn in 3d for debugging

CachedNodeTitles

ConstructingFTextstrings can be costly, so we cache the node's title

ConeSubdivision

Number of subdivisions / lines used when debug drawing a cone

LastPreviewComponent

Used to refer back to preview instance in anim tools

SelectedTargetChangeDelegate

Delegate to call when selection changes

SelectedTargetIndex

Used to indicate selected target to edit mode drawing


virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) > GetAnimationAssetClass() const


virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const


virtual const [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() const


Override point for OverrideAssets.

virtual void OnOverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const


Called before compilation begins, giving a blueprint time to force the linker to load data


virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )


virtual void ValidateAnimNodeDuringCompilation ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


UAnimGraphNode_PoseHandler ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_PoseHandler : public [UAnimGraphNode_AssetPlayerBase](API\Editor\AnimGraph\UAnimGraphNode_AssetPlayerBase)


Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


Gets the name of this node, shown in title bar

virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


class UAnimGraphNode_PoseSnapshot : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


UAnimGraphNode_PoseSnapshot ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.

virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const


Gets the draw color of a node's title bar

virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


Gets the tooltip to display when over the node


class UAnimGraphNode_RandomPlayer : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


Gets the menu category this node belongs in.

virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const


UAnimGraphNode_RefPoseBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_RefPoseBase : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


Returns the short descriptive name of the controller.

virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const


virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const


class UAnimGraphNode_ResetRoot : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)


UAnimGraphNode_ResetRoot ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


Called when a property on this object has been modified externally

virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


Can customize details tab

virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp, const bool bIsSelected, const bool bIsPoseWatchEnabled ) const


virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


Pose Watch change notification callback. Should be called every time a pose watch on this node is created or destroyed.

virtual void OnPoseWatchChanged ( const bool IsPoseWatchEnabled, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UPoseWatch](API\Runtime\Engine\Engine\UPoseWatch) > InPoseWatch, [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) & InModeTools, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )


Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

virtual void ValidateAnimNodeDuringCompilation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


UAnimGraphNode_RigidBody ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_RigidBody : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)


Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph


Whether or not this node can be deleted by user action


Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


Get the link to the documentation.

virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const


virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


Query if this node should be kept as part of the root set during the pruning stage of compilation. Prevents the node being pruned as isolated.


Whether or not you can add a pose watch on this node.


Is this node a sink that has no pose outputs?


Override point for CopyTermDefaultsToDefaultObject Copy this node's data during the last phase of compilation where term defaults are copied to the new CDO

virtual void OnCopyTermDefaultsToDefaultObject ( [IAnimBlueprintCopyTermDefaultsContext](API\Editor\AnimGraph\IAnimBlueprintCopyTermDefaultsCo-) & InCompilationContext, [IAnimBlueprintNodeCopyTermDefaultsContext](API\Editor\AnimGraph\IAnimBlueprintNodeCopyTermDefaul-) & InPerNodeContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )


Process this node's data during compilation (override point)

virtual void OnProcessDuringCompilation ( [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )


UAnimGraphNode_Root ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_Root : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


Customize pin data based on the input

virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const


Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


UAnimGraphNode_RotateRootBone ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_RotateRootBone : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const


virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const


Gets the name of this node, shown in title bar

virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


UAnimGraphNode_RotationMultiplier ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_RotationMultiplier : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)


Can customize details tab

virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


Customize pin data based on the input


Populate the supplied arrays with the currently reffered to animation assets.

virtual void GetAllAnimationSequencesReferred ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssets ) const


virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const


virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


Gets a list of actions that can be done to this particular node

virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.).
A signature struct, discerning this node from others.

virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const


Override point for OverrideAssets.

virtual void OnOverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const


Replace references to animations that exist in the supplied maps.

virtual void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap )


Returns whether this node supports the supplied asset class

virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const


virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )


virtual void ValidateAnimNodeDuringCompilation ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


UAnimGraphNode_RotationOffsetBlendSpace ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_RotationOffsetBlendSpace : public [UAnimGraphNode_BlendSpaceBase](API\Editor\AnimGraph\UAnimGraphNode_BlendSpaceBase)


class UAnimGraphNode_RotationOffsetBlendSpaceGraph : public [UAnimGraphNode_BlendSpaceGraphBase](API\Editor\AnimGraph\UAnimGraphNode_BlendSpaceGraphBa-)


virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


Gets the menu category this node belongs in.

virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const


Get the extension types that this node type holds on the anim blueprint. Some extension types are always requested by the system.

virtual void GetRequiredExtensions ( [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) >> & OutExtensions ) const


Gets the tooltip to display when over the node

virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const


Called when this node is being renamed after a successful name validation

virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


UAnimGraphNode_SaveCachedPose ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_SaveCachedPose : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


Gets the draw color of a node's title bar

virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


Create a name validator for this node

virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const


UAnimGraphNode_ScaleChainLength ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_ScaleChainLength : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


Gives each visual node a chance to update the node template before it is inserted in the compiled class.

virtual void BakeDataDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


Override this to copy any relevant settings from the animation asset used when creating a node with a drag/drop operation.

virtual void CopySettingsFromAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )


Interface to support transition getter.

virtual bool DoesSupportTimeForTransitionGetter() const


virtual void GetAllAnimationSequencesReferred ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssets ) const


virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const


Icon to use in menu or on node

virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


Override point for OverrideAssets.

virtual void OnOverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const


virtual const TCHAR * GetTimePropertyName() const


virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetTimePropertyStruct() const


Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.

virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const


Called before compilation begins, giving a blueprint time to force the linker to load data


virtual void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap )


virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )


virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const


Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

virtual void ValidateAnimNodeDuringCompilation ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


UAnimGraphNode_SequenceEvaluator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_SequenceEvaluator : public [UAnimGraphNode_AssetPlayerBase](API\Editor\AnimGraph\UAnimGraphNode_AssetPlayerBase)


virtual void BakeDataDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


Customize pin data based on the input

virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const


virtual void CopySettingsFromAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )


BEGIN Interface to support transition getter if you return true for DoesSupportExposeTimeForTransitionGetter you should implement all below functions

virtual bool DoesSupportTimeForTransitionGetter() const


Populate the supplied arrays with the currently reffered to animation assets.

virtual void GetAllAnimationSequencesReferred ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssets ) const


virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const


virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) > GetAnimationAssetClass() const


Icon to use in menu or on node

virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


Gets a list of actions that can be done to this particular node

virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


Gets the name of this node, shown in title bar

virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const


virtual const TCHAR * GetTimePropertyName() const


virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetTimePropertyStruct() const


Override point for OverrideAssets.

virtual void OnOverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const


Called when a property on this object has been modified externally

virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


Replace references to animations that exist in the supplied maps.

virtual void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap )


UObjectinterface

virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )


Returns whether this node supports the supplied asset class

virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const


virtual void ValidateAnimNodeDuringCompilation ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


UAnimGraphNode_SequencePlayer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


Called when the user changed widget mode by pressing "Space" key

virtual int32 ChangeToNextWidgetMode ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, int32 CurWidgetMode )


class UAnimGraphNode_SequencePlayer : public [UAnimGraphNode_AssetPlayerBase](API\Editor\AnimGraph\UAnimGraphNode_AssetPlayerBase)


Convert rotator in component space to bone space

FQuat ConvertCSRotationToBoneSpace ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FRotator & InCSRotator, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & MeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const EBoneControlSpace Space )


Convert drag vector in component space to bone space

FVector ConvertCSVectorToBoneSpace ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & InCSVector, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & MeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const EBoneControlSpace Space )


Helper functions for bone control previewlocal conversion function for drawing

void ConvertToComponentSpaceTransform ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, const FTransform & InTransform, FTransform & OutCSTransform, int32 BoneIndex, EBoneControlSpace Space ) const


Convert widget location according to bone control space

FVector ConvertWidgetLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelComp, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & InMeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const FVector & InLocation, const EBoneControlSpace Space )


Deprecated* This function is deprecated and is no longer used

virtual void CopyNodeDataFrom ( const [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * NewAnimNode )


Deprecated* This function is deprecated and is no longer used, please use CopyNodeDataToPreviewNode

virtual void CopyNodeDataTo ( [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * OutAnimNode )


Create any output pins necessary for this node.


Can customize details tab

virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


Customize pin data based on the input

virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const


If it has select-actors, should hide all actors when de-select is called

virtual void DeselectActor ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp )


Called when the widget is dragged in scale mode

virtual void DoScale ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & Scale, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InOutAnimNode )


Called when the widget is dragged in rotation mode

virtual void DoRotation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FRotator & Rotation, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InOutAnimNode )


Called when the widget is dragged in translation mode

virtual void DoTranslation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & Drag, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InOutAnimNode )


Deprecated* This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID


Returns the short descriptive name of the controller.

virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const


Get literal value for vector

void GetDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) UpdateDefaultValueName, FVector & OutVec )


void GetDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) PropName, FRotator & OutValue )


virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const


Gets the menu category this node belongs in.

virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const


Gets the draw color of a node's title bar

virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


Gets the tooltip to display when over the node

virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


Visual Warning tooltip message to show

virtual [FText](API\Runtime\Core\Internationalization\FText) GetVisualWarningTooltipText() const


template<class ValueType> ValueType GetNodeValue ( const [FName](API\Runtime\Core\UObject\FName) PropName, const ValueType & CompileNodeValue )


Returns the coordinate system that should be used for this bone

virtual int32 GetWidgetCoordinateSystem ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp )


Methods related to widget control

virtual FVector GetWidgetLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, struct [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * AnimNode )


Return current widget mode this anim graph node supports

virtual int32 GetWidgetMode ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp )


virtual bool IsActorClicked ( [HActor](API\Runtime\Engine\HActor) * ActorHitProxy )


Are we currently showing this pin

bool IsPinShown ( const [FName](API\Runtime\Core\UObject\FName) PinName ) const


If anim graph node needs other actors to select other bones, move actor's positions when this is called

virtual void MoveSelectActorLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * InAnimNode )


Called when a property on this object has been modified externally

virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


virtual void ProcessActorClick ( [HActor](API\Runtime\Engine\HActor) * ActorHitProxy )


Set literal value for FVector

void SetDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) InDefaultValueName, const FVector & InValue )


void SetDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) PropName, const FRotator & InValue )


template<class ValueType> void SetNodeValue ( const [FName](API\Runtime\Core\UObject\FName) PropName, ValueType & CompileNodeValue, const ValueType & InValue )


Called when the user set widget mode directly, returns true if InWidgetMode is available

virtual bool SetWidgetMode ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, int32 InWidgetMode )


If true, this node whill show the Visual Warning message


Gives each visual node a chance to validate that they are still valid in the context of the compiled class, giving a last shot at error or warning generation after primary compilation is finished.

virtual void ValidateAnimNodePostCompile ( [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog, [UAnimBlueprintGeneratedClass](API\Runtime\Engine\Animation\UAnimBlueprintGeneratedClass) * CompiledClass, int32 CompiledNodeIndex )


UAnimGraphNode_SkeletalControlBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


Concrete subclasses should contain a member struct derived fromFAnimNode_SkeletalControlBase

class UAnimGraphNode_SkeletalControlBase : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const


Gives each visual node a chance to update the node template before it is inserted in the compiled class.

virtual void BakeDataDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


Gets the name of this node, shown in title bar

virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


UAnimGraphNode_Slot ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_Slot : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const


Override this function to push an editor mode when this node is selected
the editor mode to use when this node is selected

virtual FEditorModeID GetEditorMode() const


virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const


virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


UAnimGraphNode_SplineIK ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_SplineIK : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)


Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.


class UAnimGraphNode_SpringBone : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)


UAnimGraphNode_SpringBone ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


Interface for derived classes to implement.

virtual [FAnimNode_StateMachine](API\Runtime\Engine\Animation\FAnimNode_StateMachine) & GetNode()


UAnimGraphNode_StateMachine ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_StateMachine : public [UAnimGraphNode_StateMachineBase](API\Editor\AnimGraph\UAnimGraphNode_StateMachineBase)

Node

Runtime state machine representation (empty; populated during compilation)


Destroy the specified node


Returns the link used for external documentation for the graph node

virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const


Bydefault return any animation assets we have.

virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const


Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


Gets the draw color of a node's title bar

virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.

virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const


the name of this state machine


Get the extension types that this node type holds on the anim blueprint. Some extension types are always requested by the system.

virtual void GetRequiredExtensions ( [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) >> & OutExtensions ) const


any sub graphs (graphs that have this node as an outer) that this node might contain (e.g. composite, animation state machine etc.).

virtual [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GetSubGraphs() const


Gets the tooltip to display when over the node

virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true)


Create a name validator for this node

virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const


Process this node's data during compilation (override point)

virtual void OnProcessDuringCompilation ( [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )


Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor


Called when this node is being renamed after a successful name validation

virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...


UAnimGraphNode_StateMachineBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


Add's node data to the search metadata, override to collect more data that may be desirable to search for

virtual void AddSearchMetaDataInfo ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const


class UAnimGraphNode_StateMachineBase : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)

EditorStateMachineGraph

Editor state machine representation.


Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph


Whether or not this node can be deleted by user action


Get the link to the documentation.


Gets editor information for all the bound anim node functions (category metadata string, member variable's name) Used by SAnimGraphNode to display all bound functions of an anim node.

virtual void GetBoundFunctionsInfo ( [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) >> & InOutBindingsInfo )


Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


Gets the name of this node, shown in title bar


Query if this node should be kept as part of the root set during the pruning stage of compilation. Prevents the node being pruned as isolated.


Is this node a sink that has no pose outputs?


Called when a property on this object has been modified externally

virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


Return whether this node references the specified function, identified by a name and guid pair

virtual bool ReferencesFunction ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope ) const


Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

virtual void ValidateAnimNodeDuringCompilation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


UAnimGraphNode_StateResult ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_StateResult : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)

StateEntryFunction

Function called when the owning state is entered, meaning it becomes the state machine's current state.

StateExitFunction

Function called when the owning state is exited, meaning it stops being the state machine's current state.

StateFullyBlendedInFunction

Function called when the owning state is fully blended in.

StateFullyBlendedOutFunction

Function called when the owning state is fully blended out.


Customize pin data based on the input

virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const


Draw function for supporting visualization.

virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const


Returns the short descriptive name of the controller.

virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const


virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const


virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


VirtualFStringGetNodeNativeTitle(ENodeTitleType::Type TitleType) const override;

virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


Selection notification callback. If a node needs to handle viewport input etc. then it should push an editor mode here.

virtual void OnNodeSelected ( bool bInIsSelected, class [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) & InModeTools, struct [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )


virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.


Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


UAnimGraphNode_Trail ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph


class UAnimGraphNode_Trail : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)


Whether or not this node can be deleted by user action


Can customize details tab

virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


Gets the name of this node, shown in title bar


Gets the draw color of a node's title bar

virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.

virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const


Gets the tooltip to display when over the node


Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

virtual void ValidateAnimNodeDuringCompilation ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


UAnimGraphNode_TransitionPoseEvaluator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_TransitionPoseEvaluator : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


Visual Warning tooltip message to show

virtual [FText](API\Runtime\Core\Internationalization\FText) GetVisualWarningTooltipText() const


Query if this node should be kept as part of the root set during the pruning stage of compilation. Prevents the node being pruned as isolated.


Is this node a sink that has no pose outputs?


If true, this node whill show the Visual Warning message


UAnimGraphNode_TransitionResult ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_TransitionResult : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


Returns the short descriptive name of the controller.

virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const


virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const


virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


UAnimGraphNode_TwistCorrectiveNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


virtual void ValidateAnimNodeDuringCompilation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


This is the 'source version' of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)

class UAnimGraphNode_TwistCorrectiveNode : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)


Called to propagate data from the internal node to the preview in Persona.

virtual void CopyNodeDataToPreviewNode ( [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InPreviewNode )


Called after editing a default value to update internal node from pin defaults. This is needed for forwarding code to propagate values to preview.

virtual void CopyPinDefaultsToNodeData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )


Can customize details tab

virtual void CustomizeDetails ( class [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


Draw function for supporting visualization.

virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const


Override this function to push an editor mode when this node is selected
the editor mode to use when this node is selected

virtual FEditorModeID GetEditorMode() const


Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


Just for refreshing UIs when bone space was changed

static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class FTwoBoneIKDelegate > TwoBoneIKDelegate = NULL;


UAnimGraphNode_TwoBoneIK ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_TwoBoneIK : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)

bEnableDebugDraw

Enable drawing of the debug information of the node


Can customize details tab

virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


Customize pin data based on the input

virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const


Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


Gets the name of this node, shown in title bar

virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


Gets the draw color of a node's title bar

virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


Gets the tooltip to display when over the node

virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


Called when a property on this object has been modified externally

virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


UAnimGraphNode_TwoWayBlend ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_TwoWayBlend : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


This function if used for nodes that needs CDO for validation (Called before expansion)

virtual void EarlyValidation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


Bydefault return any animation assets we have.

virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const


Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


Gets the menu category this node belongs in.

virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const


Get the extension types that this node type holds on the anim blueprint. Some extension types are always requested by the system.

virtual void GetRequiredExtensions ( [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) >> & OutExtensions ) const


Determine if the node of this type should be filtered in the actions menu

virtual bool IsActionFilteredOut ( class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )


Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true)


Process this node's data during compilation (override point)

virtual void OnProcessDuringCompilation ( [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )


UAnimGraphNode_UseCachedPose ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimGraphNode_UseCachedPose : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


Override point for derived classes to create their own proxy objects (allows custom allocation)

virtual [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * CreateAnimInstanceProxy()


UAnimPreviewAttacheInstance ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


This Instance only contains one AnimationAsset, and produce poses Used by Preview in AnimGraph, Playing single animation in Kismet2 and etc

class UAnimPreviewAttacheInstance : public [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance)


Add the delegate to be called when a key is set.

[FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddKeyCompleteDelegate ( FSimpleMulticastDelegate::FDelegate InOnSetKeyCompleteDelegate )


Can this animation instance run Update or Evaluation work in parallel.


Enable Controllers This is used by when editing, when controller has to be disabled


Finds an already modified bone
the bone modification or NULL if no current modification was found

[FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) * FindModifiedBone ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bCurveController )


Preview physics interaction

void AddImpulseAtLocation ( FVector Impulse, FVector Location, [FName](API\Runtime\Core\UObject\FName) BoneName )


Returns all currently active bone controllers on this instance's proxy

const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) > & GetBoneControllers()


Gets the external debug skeletal mesh component we are debugging

[USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetDebugSkeletalMeshComponent() const


Modifies a single bone. Create a newFAnimNode_ModifyBoneif one does not exist for the passed-in bone.
the new or existing bone modification

[FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) & ModifyBone ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bCurveController )


int32 MontagePreview_FindFirstSectionAsInMontage ( int32 AnySectionIdx )


int32 MontagePreview_FindLastSection ( int32 StartSectionIdx )


void MontagePreview_JumpToPosition ( float NewPosition )


Montage preview functions


void MontagePreview_PreviewAllSections ( bool bPlay )


void MontagePreview_PreviewNormal ( int32 FromSectionIdx, bool bPlay )


void MontagePreview_SetLoopAllSections ( bool bIsLooping )


void MontagePreview_SetLoopAllSetupSections ( bool bIsLooping )


void MontagePreview_SetLooping ( bool bIsLooping )


void MontagePreview_SetLoopNormal ( bool bIsLooping, int32 PreferSectionIdx )


void MontagePreview_SetPlaying ( bool bIsPlaying )


void MontagePreview_SetReverse ( bool bInReverse )


Advance montages

virtual void Montage_Advance ( float DeltaSeconds )


The below functions are the native overrides for each phase Native initialization override point


Refresh Curve Bone Controllers based on TransformCurves from Animation data


Removes an existing bone modification

void RemoveBoneModification ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bCurveController )


void RemoveKeyCompleteDelegate ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InDelegateHandle )


Reset all bone modified

void ResetModifiedBone ( bool bCurveController )


Custom evaluate pose

virtual void RestartMontage ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, [FName](API\Runtime\Core\UObject\FName) FromSection )


Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


Set New Asset - calls InitializeAnimation, for now we need MeshComponent

virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * NewAsset, bool bIsLooping, float InPlayRate )


Sets an external debug skeletal mesh component to use to debug

void SetDebugSkeletalMeshComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent )


void SetForceRetargetBasePose ( bool ForceRetargetBasePose )


Convert current modified bone transforms (BoneControllers) to transform curves (CurveControllers) it does based on CurrentTime. This function does not set key directly here. It does wait until next update, and it gets the delta of transform before applying curves, and creates curves from it, so you'll need delegate if you'd like to do something after (set with SetKeyCompleteDelegate)


Set SkeletalControl Alpha

void SetSkeletalControlAlpha ( float SkeletalControlAlpha )


UAnimPreviewInstance ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimPreviewInstance : public [UAnimSingleNodeInstance](API\Runtime\Engine\Animation\UAnimSingleNodeInstance)

MontagePreviewType

Shared parameters for previewing blendspace or animsequence


Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).


Autowire a newly created node.

virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )


Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph


Returns null if aliasing more than one state.

[UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * GetAliasedState() const


const [TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) > > & GetAliasedStates() const


[TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) > > & GetAliasedStates()


Name used as a seed when pasting nodes.

virtual [FString](API\Runtime\Core\Containers\FString) GetDesiredNewNodeName() const


the input pin for this state

virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const


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)

virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const


Gets the name of this node, shown in title bar

virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


the output pin for this state

virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const


the name of this state

virtual [FString](API\Runtime\Core\Containers\FString) GetStateName() const


Gets the tooltip to display when over the node

virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...


Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor


Called when this node is being renamed after a successful name validation

virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


UObject.

virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


UAnimStateAliasNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


class UAnimStateAliasNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)


Autowire a newly created node.


Destroy the specified node


virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetBoundGraph() const


Name used as a seed when pasting nodes.


the input pin for this state


the output pin for this state


the name of this state


any sub graphs (graphs that have this node as an outer) that this node might contain (e.g. composite, animation state machine etc.).

virtual [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GetSubGraphs() const


UAnimStateConduitNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimStateConduitNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)

BoundGraph

The transition graph for this conduit; it's a logic graph, not an animation graph.


[UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetOutputNode() const


UAnimStateEntryNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimStateEntryNode : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)


Autowire a newly created node.

virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )


the input pin for this state

virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const


virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


the output pin for this state

virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const


the pose pin of the state sink node within the anim graph of this state

[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPoseSinkPinInsideState() const


the name of this state

virtual [FString](API\Runtime\Core\Containers\FString) GetStateName() const


virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


Called when a property on this object has been modified externally

virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


UAnimStateNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimStateNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)

bAlwaysResetOnEntry

Whether or not this state will ALWAYS reset it's state on reentry, regardless of remaining weight.

BoundGraph

The animation graph for this state.

StateType

The type of the contents of this state.


Determine if this node can be created under the specified schema

virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const


Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call)

virtual bool CanJumpToDefinition() const


[UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const


virtual [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetBoundGraph() const


Name used as a seed when pasting nodes.

virtual [FString](API\Runtime\Core\Containers\FString) GetDesiredNewNodeName() const


Gets the animation state node documentation link.

virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const


the input pin for this state


virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const


the output pin for this state


the name of this state


Populates the OutTransitions array with a list of transition nodes connected to this state.

virtual void GetTransitionList ( [TArray](API\Runtime\Core\Containers\TArray)< class [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * > & OutTransitions, bool bWantSortedList ) const


Create a name validator for this node

virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const


Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true)


virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.


Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


UAnimStateNodeBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimStateNodeBase : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)


Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).


Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph


void CopyCrossfadeSettings ( const [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * SrcNode )


void CreateConnections ( [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * PreviousState, [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * NextState )


Destroy the specified node


[UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetCustomTransitionGraph() const


the input pin for this state

virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const


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)


Helper function to gather the transition nodes to be relinked by taking the graph selection into account as well. For example when relinking a transition holding several transition nodes but only a few are selected to be relinked.

static [TArray](API\Runtime\Core\Containers\TArray)< [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * > GetListTransitionNodesToRelink ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldTargetPin, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InSelectedGraphNodes )


[UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * GetNextState() const


Gets the name of this node, shown in title bar

virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


Gets the draw color of a node's title bar

virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


the output pin for this state

virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const


[UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * GetPreviousState() const


the name of this state

virtual [FString](API\Runtime\Core\Containers\FString) GetStateName() const


any sub graphs (graphs that have this node as an outer) that this node might contain (e.g. composite, animation state machine etc.).

virtual [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GetSubGraphs() const


Gets the tooltip to display when over the node

virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


Returns true if this nodes BoundGraph is shared with another node in the parent graph


bool IsReverseTrans ( const [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * Node )


void MakeCrossfadeShareable ( [FString](API\Runtime\Core\Containers\FString) ShareName )


void MakeRulesShareable ( [FString](API\Runtime\Core\Containers\FString) ShareName )


Called when the connection list of one of the pins of this node is changed in the editor

virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


Called when a property on this object has been modified externally

virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor


A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...


Perform any steps necessary prior to copying a node into the paste buffer


Relink transition head (where the arrow is of a state transition) to a new state.

void RelinkHead ( [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * NewTargetState )


virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


void UseSharedCrossfade ( const [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * Node )


void UseSharedRules ( const [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * Node )


Validates any currently set blend profile, ensuring it's valid for the current skeleton


Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

virtual void ValidateNodeDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog ) const


UAnimStateTransitionNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UAnimStateTransitionNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)

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

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.

Bidirectional

This transition can go both directions

BlendProfile

The blend profile to use to evaluate this transition per-bone.

BoundGraph

The transition logic graph for this transition (returning a boolean)

bSharedCrossfade

The cross-fade settings of this node may be shared

bSharedRules

The rules for this transition may be shared with other transition nodes

CrossfadeDuration

The duration to cross-fade for.

CustomTransitionGraph

The animation graph for this transition if it uses custom blending (returning a pose)

LogicType

What transition logic to use.

PriorityOrder

The priority order of this transition.

SharedColor

Color we draw in the editor as if we are shared

SharedRulesGuid

Shared rules guid useful when copying between different state machines

SharedRulesName

What we call this transition if we are shared ('Transition X to Y' can't be used since its used in multiple places)

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).


Dummy graph to hold sub-graphs for blendspaces. Not edited directly.

class UBlendSpaceGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)

BlendSpace

Blendspace that we wrap.


class UClassVariableCreator : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).


Can this node be created under the specified schema.

virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * DesiredSchema ) const


Generates a title for the node based on its function and the context it is in

static [FText](API\Runtime\Core\Internationalization\FText) GenerateTitle ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Getter, [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * SourceStateNode, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * SourceNode )


Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


Gets the name of this node, shown in title bar

virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


Returns whether or not the providedUFunctionrequires the named parameter

static bool GetterRequiresParameter ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Getter, [FString](API\Runtime\Core\Containers\FString) ParamName )


virtual bool IsActionFilteredOut ( [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )


Checks the cached context strings to make sure this getter is valid within the provided schema

bool IsContextValidForSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const


Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor


Passed to blueprint spawners to configure spawned nodes

void PostSpawnNodeSetup ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NewNode, bool bIsTemplateNode, [FNodeSpawnData](API\Editor\AnimGraph\FNodeSpawnData) SpawnData )


Fixes the SourceStateNode to be the state of the node's owner.


Fixes the SourceNode to be the state machine owner of SourceStateNode (if it is not null)


Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.


Recache the title, used if the source node or source state changes


Sets CachedTitle for a new node to be created

static void UpdateCachedTitle ( [FNodeSpawnData](API\Editor\AnimGraph\FNodeSpawnData) & SpawnData )


class UK2Node_AnimGetter : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)

CachedTitle

Cached node title.

Contexts

List of valid contexts for the node.

GetterClass

TheUAnimInstancederived class that implements the getter we are running.

SourceAnimBlueprint

The anim blueprint that generated this getter.

SourceNode

The node that is required for the getter.

SourceStateNode

UAnimStateNodedoesn't use the same hierarchy so we need to have a seperate property here to handle those.


Get the text used for the node's label.


class UK2Node_AnimNodeReference : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


Fetch the hover text for a pin when the graph is being edited.

virtual void GetPinHoverText ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [FString](API\Runtime\Core\Containers\FString) & HoverTextOut ) const


Gets the tooltip to display when over the node

virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


UK2Node_PlayMontage ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UK2Node_PlayMontage : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)


Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).


Can this node be created under the specified schema.


static [FText](API\Runtime\Core\Internationalization\FText) GetFriendlyName ( [ETransitionGetter::Type](API\Editor\AnimGraph\ETransitionGetter__Type) TypeID )


Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.


Gets the name of this node, shown in title bar


[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const


Returns whether this node is considered 'pure' by the compiler


Called before compilation begins, giving a blueprint time to force the linker to load data


Should we show the Palette Icon for this node on the node title

virtual bool ShowPaletteIconOnNode() const


UK2Node_TransitionRuleGetter ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


class UK2Node_TransitionRuleGetter : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)