static const FEditorModeID AnimDynamics;


namespace ETransitionGetter { enum Type { AnimationAsset_GetCurrentTime, AnimationAsset_GetLength, AnimationAsset_GetCurrentTimeFraction, AnimationAsset_GetTimeFromEnd, AnimationAsset_GetTimeFromEndFraction, CurrentState_ElapsedTime, CurrentState_GetBlendWeight, CurrentTransitionDuration, ArbitraryState_GetBlendWeight, } }


FAnimBlueprintFunctionPinInfo ( const [FName](API\Runtime\Core\UObject\FName) & InName, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InType )


Required info for reconstructing a manually specified pin

Name

The name of this parameter

Type

The type of this parameter


FAnimBPCompileValidationParams ( const class [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) *const InDefaultAnimInstance, const class [UAnimBlueprintGeneratedClass](API\Runtime\Engine\Animation\UAnimBlueprintGeneratedClass) *const InNewAnimBlueprintClass, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & InMessageLog, const [TMap](API\Runtime\Core\Containers\TMap)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *, class [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & InAllocatedNodePropertiesToNodes )


Encapsulated Parameters, to upgrade these without changing function signature.


FAnimGraphAttributeDesc ( [FName](API\Runtime\Core\UObject\FName) InName, EAnimGraphAttributeBlend InBlend, [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) InIcon, [FText](API\Runtime\Core\Internationalization\FText) InDisplayName, [FText](API\Runtime\Core\Internationalization\FText) InToolTipText, [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) InColor, EAnimGraphAttributesDisplayMode InDisplayMode, int32 InSortOrder )


Description of an attribute.

Blend

Blendability of the attribute.

DisplayMode

How the attribute is displayed in the graph. This overrides any settings per node type.

SortOrder

How to sort the attribute.


Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.


Called from an UAnimGraphNode_Base-derived classes CustomizeDetails to update alpha properties and pins.

template<typename AnimNodeType> static void HandleCustomizeDetails ( const AnimNodeType & InAnimNode, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > InNodeHandle, [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & InDetailBuilder )


This is implemented in this way (rather than encapsulating the options in their own struct) because we dont support exposing pins from sub-structs on anim nodes (or anything else for that matter).

template<typename AnimNodeType> static void HandleCustomizePinData ( const AnimNodeType & InAnimNode, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )


Called from an UAnimGraphNode_Base-derived classes PostEditChangeProperty to update alpha properties and pins.

template<typename AnimNodeType> static void HandlePostEditChangeProperty ( const AnimNodeType & InAnimNode, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode, [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


Helper struct used to handle graph (editor) node alpha options.


bIsBound

Whether the pin is bound or not

bIsPromotion

Whether the pin binding is a promotion (e.g. bool->int)

ContextId

The context of the binding

PathAsText

The property path as text

PinType

Pin type

PromotedPinType

Source type if the binding is a promotion

PropertyName

Property binding name

PropertyPath

The property path a pin is bound to

Type

Whether the binding is a function or not


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

virtual [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) ChangeToNextWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) CurWidgetMode )


Convert drag vector in component space to bone space

static 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 )


Convert rotator in component space to bone space

static 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 )


static FVector ConvertCSVectorToBoneSpace ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & InCSVector, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & MeshBases, const [FBoneSocketTarget](API\Runtime\Engine\Animation\FBoneSocketTarget) & InTarget, const EBoneControlSpace Space )


Anim GraphCommands

class FAnimGraphCommands : public [TCommands< FAnimGraphCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

AddBlendListPin

Blend list options.

ConvertToAimOffsetLookAt

Options for aimoffset converter

ConvertToBSEvaluator

Options for blendspace converter

ConvertToPoseBlender

Options for sequence/evaluator converter

HideUnboundPropertyPins

Hide unbound property pins.

OpenRelatedAsset

Option for opening the asset related to the graph node

SelectBone

SkeletalControl specific commands.

TogglePoseWatch

Toggle pose watching for a given node.


Local conversion functions for drawing

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


static void ConvertToBoneSpaceTransform ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, const FTransform & InCSTransform, FTransform & OutBSTransform, int32 BoneIndex, EBoneControlSpace Space )


Convert widget location according to bone control space

static 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 )


static FVector ConvertWidgetLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelComp, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & InMeshBases, const [FBoneSocketTarget](API\Runtime\Engine\Animation\FBoneSocketTarget) & Target, const FVector & InLocation, const EBoneControlSpace Space )


Called when the widget is dragged in rotation mode

virtual void DoRotation ( FRotator & InRotation )


Called when the widget is dragged in scale mode

virtual void DoScale ( FVector & InScale )


Called when the widget is dragged in translation mode

virtual void DoTranslation ( FVector & InTranslation )


Overlays the editor hud (brushes, drag tools, static mesh vertices, etc*.

virtual void DrawHUD ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


EditorRuntimeNodePair &40; UAnimGraphNode_Base &42; InEditorAnimNode, FAnimNode_Base &42; InRuntimeAnimNode &41;


EditorAnimNode

The node we are operating on

RuntimeAnimNode

The runtime node in the preview scene


virtual bool EndTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


Called when entering this edit mode

virtual void EnterMode ( class [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InEditorNode, struct [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )


Called when exiting this edit mode


virtual [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * GetActiveWidgetAnimNode() const


IPersonaEditModeinterface

virtual bool GetCameraTarget ( FSphere & OutTarget ) const


virtual [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetActiveWidgetRuntimeAnimNode() const


the anim preview scene

virtual [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) & GetAnimPreviewScene() const


virtual bool GetCustomDrawingCoordinateSystem ( FMatrix & InMatrix, void * InData )


Function to collect strings from nodes to display in the viewport. Use this rather than DrawHUD when adding general text to the viewport. Display of this assumes that this will be mostly used by skeletal controls.

virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutDebugInfo ) const


Get the bone that the skeletal control is manipulating

virtual [FName](API\Runtime\Core\UObject\FName) GetSelectedBone() const


IAnimNodeEditModeinterface

virtual ECoordSystem GetWidgetCoordinateSystem() const


virtual FVector GetWidgetLocation() const


current widget mode this anim graph node supports

virtual [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) GetWidgetMode() const


virtual bool HandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


virtual bool InputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale )


virtual bool GetCustomInputCoordinateSystem ( FMatrix & InMatrix, void * InData )


virtual bool InputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent )


Called when a Pose Watch is created on a node edited by this edit mode

virtual void RegisterPoseWatchedNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InEditorNode, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )


FEdModeinterface

virtual void Render ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


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

virtual bool SetWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode )


virtual bool StartTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


Called to determine whether this edit mode should be drawn when nodes edited by this edit mode are pose watched


virtual void Tick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, float DeltaTime )


Base implementation for anim node edit modes

class FAnimNodeEditMode : public [IAnimNodeEditMode](API\Editor\AnimGraph\IAnimNodeEditMode)


Evaluate override point
true if this function is implemented, false otherwise. Note: the node graph will not be evaluated if this function returns true

virtual bool Evaluate ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )


Called before update so we can copy any data we need

virtual void PreUpdate ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, float DeltaSeconds )


Called when our anim instance is being initialized

virtual void Initialize ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


Updates the anim graph

virtual void UpdateAnimationNode ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & InContext )


FAnimPreviewAttacheInstanceProxy ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


Proxy override for this UAnimInstance-derived class

struct FAnimPreviewAttacheInstanceProxy : public [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy)


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


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


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


[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


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


void RefreshCurveBoneControllers ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AssetToRefreshFrom )


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


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


void ResetModifiedBone ( bool bCurveController )


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


void SetForceRetargetBasePose ( bool bInForceRetargetBasePose )


Sets an external debug skeletal mesh component to use to debug

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


void SetSkeletalControlAlpha ( float InSkeletalControlAlpha )


Update override point

virtual void Update ( float DeltaSeconds )


Updates the anim graph

virtual void UpdateAnimationNode ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & InContext )


FAnimPreviewInstanceProxy ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


struct FAnimPreviewInstanceProxy : public [FAnimSingleNodeInstanceProxy](API\Runtime\Engine\Animation\FAnimSingleNodeInstanceProxy)


Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).

virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )


FEdGraphSchemaAction_NewStateComment ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


Action to create new comment

struct FEdGraphSchemaAction_NewStateComment : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)


GC.

virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


template<typename NodeType> static NodeType * SpawnNodeFromTemplate ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, NodeType * InTemplateNode, const FVector2D Location, bool bSelectNewNode )


FEdGraphSchemaAction_NewStateNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


Action to add a node to the graph

struct FEdGraphSchemaAction_NewStateNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)


AnimInstanceClass

The instance class the spawned getter is defined on.

CachedTitle

Title to use for the spawned node.

Getter

TheUFunction(as aUField)

GetterContextString

String of combined valid contexts for the spawned getter.

SourceBlueprint

The blueprint the getter is valid within.

SourceNode

The node the spawned getter accesses.

SourceStateNode

The state node the spawned getter accesses.


[UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * GetLinkedNode() const


[UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * GetLinkingNode() const


static [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) MakeFromMember ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * LinkingNode, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * LinkedNode, [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * MemberProperty )


static [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) MakeFromArrayEntry ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * LinkingNode, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * LinkedNode, [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProperty, int32 ArrayIndex )


void PatchLinkIndex ( uint8 * DestinationPtr, int32 LinkID, int32 SourceLinkID ) const


ChildProperty

Will either be an array property containingFPoseLinkBasederived structs, indexed by ChildPropertyIndex, or aFPoseLinkBasederived struct property.

ChildPropertyIndex

Indexwhen ChildProperty is an array.

LinkedNode

Linked node for this pose link, can be nullptr.

LinkingNode

Linking node for this pose link, can be nullptr.


Add a copy to the property access library we are compiling
an integer handle to the pending copy. This can be resolved to a true copy index by calling MapCopyIndex

int32 AddCopy ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InSourcePath, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InDestPath, EPropertyAccessBatchType InBatchType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


Maps the initial integer copy handle to a true handle, post compilation.

int32 MapCopyIndex ( int32 InIndex ) const


Delegate called when the library is compiled (whether successfully or not)


class FPropertyAccessCompilerHandler : public [IAnimBlueprintCompilerHandler](API\Editor\AnimGraph\IAnimBlueprintCompilerHandler)


Indexof the nodes (must match up with the runtime discovery process of nodes, which runs thru the property chain)

const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, int32 > & GetAllocatedAnimNodeIndices() const


Map of anim node properties to original anim graph node.

const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, int32 > & GetAllocatedAnimNodeIndicesImpl() const


Get the message log for the current compilation.

[FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetMessageLog() const


[FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetMessageLogImpl() const


Interface passed to start/end compilation delegates.


Add the specified compiled-in attribute uniquely to the specified node.

void AddAttributesToNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > InAttributes ) const


void AddAttributesToNodeImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > InAttributes ) const


Adds a pose link mapping record.

void AddPoseLinkMappingRecordImpl ( const [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) & InRecord )


Adds a pose link mapping record.

void AddPoseLinkMappingRecord ( const [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) & InRecord )


Perform an expansion step for the specified graph.

void ExpansionStep ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bAllowUbergraphExpansions )


void ExpansionStepImpl ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bAllowUbergraphExpansions )


FFoldedPropertyRecord &40; UAnimGraphNode_Base &42; InAnimGraphNode, FStructProperty &42; InAnimNodeProperty, FProperty &42; InProperty, bool bInIsOnClass &41;


Record of a property that can be folded into the class members/constant blocks.

AnimGraphNode

The anim graph node that this property record came from.

AnimNodeProperty

The property of the FAnimNode_Base-derived structure within the anim graph node.

bIsOnClass

Whether this property will be held on the class (constants on sparse class data), or on the instance (mutables struct)

FoldIndex

The index that this property was folded to. INDEX_NONE if it was not folded.

GeneratedProperty

The generated property within the respective data area (either constants or mutables)

Property

The original property within theFAnimNode_Base.

PropertyIndex

The index of the property in its respective data area (either constant or mutable) This will be INDEX_NONE if the property was folded.


Get a compilation context from a kismet compiler context assuming that it is an FAnimBlueprintCompilerContext.

static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) > Get ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & InKismetCompiler )


Find a property in the currently-compiled class.

template<typename FieldType> FieldType * FindClassFProperty ( const TCHAR * InFieldPath ) const


Map of anim node indices to node properties.

const [TMap](API\Runtime\Core\Containers\TMap)< int32, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & GetAllocatedPropertiesByIndex() const


const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & GetAllocatedPropertiesByNode() const


const [TMap](API\Runtime\Core\Containers\TMap)< int32, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & GetAllocatedPropertiesByIndexImpl() const


const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & GetAllocatedPropertiesByNodeImpl() const


Returns the allocation index of the specified node, processing it if it was pending.

int32 GetAllocationIndexOfNodeImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * VisualAnimNode ) const


int32 GetAllocationIndexOfNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * VisualAnimNode ) const


Get the currently-compiled anim blueprint.

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


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


Get the current compiled-in attributes uniquely assigned to the specified node.

[TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > GetAttributesFromNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode ) const


[TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > GetAttributesFromNodeImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode ) const


Get the currently-compiled blueprint.

const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprint() const


Get the currently-compiled blueprint.

const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprintImpl() const


Get the consolidated uber graph during compilation.

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


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


Get the folded property record, if any, for the supplied node & named property.

const [FFoldedPropertyRecord](API\Editor\AnimGraph\IAnimBlueprintCompilationContext\FFoldedPropertyRecord) * GetFoldedPropertyRecord ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode, [FName](API\Runtime\Core\UObject\FName) InPropertyName ) const


const [FFoldedPropertyRecord](API\Editor\AnimGraph\IAnimBlueprintCompilationContext\FFoldedPropertyRecord) * GetFoldedPropertyRecordImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode, [FName](API\Runtime\Core\UObject\FName) InPropertyName ) const


Gets all anim graph nodes that are piped into the provided node (traverses input pins)

void GetLinkedAnimNodes ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InGraphNode, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & LinkedAnimNodes ) const


Get the compiler as a base class to avoid circular include issues with templated functions/classes.

[FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) * GetKismetCompiler() const


void GetLinkedAnimNodesImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InGraphNode, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & LinkedAnimNodes ) const


Get the message log for the current compilation.

[FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetMessageLog() const


[FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetMessageLogImpl() const


Get the generated property of the class that mutable data is added to.

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


const [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetMutableDataPropertyImpl() const


Map of true source objects (user edited ones) to the cloned ones that are actually compiled.

const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & GetSourceNodeToProcessedNodeMap() const


const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & GetSourceNodeToProcessedNodeMapImpl() const


Check whether an anim node participates in constant folding.

bool IsAnimGraphNodeFolded ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode ) const


bool IsAnimGraphNodeFoldedImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode ) const


Process the passed-in list of nodes.

void ProcessAnimationNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & AnimNodeList )


Process the passed-in list of nodes.

void ProcessAnimationNodesImpl ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & AnimNodeList )


Prunes any nodes that aren't reachable via a pose link.

void PruneIsolatedAnimationNodesImpl ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & RootSet, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & GraphNodes )


void PruneIsolatedAnimationNodes ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & RootSet, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & GraphNodes )


Spawns an intermediate event node associated with the source node (for error purposes)

template<typename NodeType> NodeType * SpawnIntermediateEventNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * SourceNode, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph )


Spawns an intermediate node associated with the source node (for error purposes)

template<typename NodeType> NodeType * SpawnIntermediateNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * SourceNode, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph )


Performs standard validation on the graph (outputs point to inputs, no more than one connection to each input, types match on both ends, etc...)

bool ValidateGraphIsWellFormedImpl ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


bool ValidateGraphIsWellFormed ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


Interface to the anim BP compiler context for use while compilation is in progress


Deprecated* Anim BP compiler delegate system is deprecated. UseUAnimBlueprintExtensioninstead

virtual FOnCopyTermDefaultsToDefaultObject & OnCopyTermDefaultsToDefaultObject()


virtual FOnFinishCompilingClass & OnFinishCompilingClass()


virtual FOnPostExpansionStep & OnPostExpansionStep()


virtual FOnPostProcessAnimationNodes & OnPostProcessAnimationNodes()


virtual FOnPreProcessAnimationNodes & OnPreProcessAnimationNodes()


virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSFOnStartCompilingClass & OnStartCompilingClass()


Registers a graphs schema class to the anim BP compiler so that default function processing is not performed on it

void RegisterKnownGraphSchema ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) > InGraphSchemaClass )


Interface to the creation of an anim BP compiler context


Empty base class for handlers that are maintained for the lifetime of the compiler context


Get a GetHandler of specified type with the specified name.

template<typename THandlerClass> THandlerClass * GetHandler ( [FName](API\Runtime\Core\UObject\FName) InName ) const


Get a GetHandler with the specified name.

[IAnimBlueprintCompilerHandler](API\Editor\AnimGraph\IAnimBlueprintCompilerHandler) * GetHandlerByName ( [FName](API\Runtime\Core\UObject\FName) InName ) const


Register a named handler

static void UnregisterHandler ( [FName](API\Runtime\Core\UObject\FName) InName )


Register a named handler

static void RegisterHandler ( [FName](API\Runtime\Core\UObject\FName) InName, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IAnimBlueprintCompilerHandler](API\Editor\AnimGraph\IAnimBlueprintCompilerHandler) >([IAnimBlueprintCompilerCreationContext](API\Editor\AnimGraph\IAnimBlueprintCompilerCreationCo-) &)> InFunction )


Get the currently-compiled anim blueprint.

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


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


[FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetMessageLog() const


[FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetMessageLogImpl() const


Interface passed to CopyTermDefaults delegate.


Get the CDO that we are writing to.

[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetClassDefaultObjectImpl() const


Get the CDO that we are writing to.

[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetClassDefaultObject() const


Get the destination ptr (the node) that we are writing to.


Get the property index for this node.


Get the source ptr (the node in the anim graph node) that we are reading from.


Get the property that we are writing to.

const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetTargetProperty() const


Interface passed to per-extension CopyTermDefaults override point.


const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetTargetPropertyImpl() const


Add a class-internal blendspace
a duplicate of the blendspace outered to the class

[UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * AddBlendSpace ( [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * InSourceBlendSpace )


Finds a notify event or adds if it doesn't already exist.

int32 FindOrAddNotify ( [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) & Notify ) const


Get the anim debug data for the currently-compiled class.

[FAnimBlueprintDebugData](API\Runtime\Engine\Animation\FAnimBlueprintDebugData) & GetAnimBlueprintDebugData() const


Get the currently-compiled classes anim notifies.

[TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) > & GetAnimNotifies() const


Get the baked state machines data for the currently-compiled class.

[TArray](API\Runtime\Core\Containers\TArray)< [FBakedAnimationStateMachine](API\Runtime\Engine\Animation\FBakedAnimationStateMachine) > & GetBakedStateMachines() const


Get the debug data for the currently-compiled class.

[FBlueprintDebugData](API\Runtime\Engine\Engine\FBlueprintDebugData) & GetBlueprintDebugData() const


Deprecated* Exposed value handlers are no longer accessible via this method. Access them via UAnimBlueprintExtension_Base.

virtual [TArray](API\Runtime\Core\Containers\TArray)< [FExposedValueHandler](API\Runtime\Engine\Animation\FExposedValueHandler) > & GetExposedValueHandlers() const


Get the currently-compiled classes graph asset player information.

[TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FGraphAssetPlayerInformation](API\Runtime\Engine\Animation\FGraphAssetPlayerInformation) > & GetGraphAssetPlayerInformation() const


Get the saved pose indices map data for the currently-compiled class.

[TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FCachedPoseIndices](API\Runtime\Engine\Animation\FCachedPoseIndices) > & GetOrderedSavedPoseIndicesMap() const


Deprecated* Property access library is no longer accessible via this method. Access it viaUAnimBlueprintExtension_PropertyAccess.

virtual [FPropertyAccessLibrary](API\Runtime\Engine\FPropertyAccessLibrary) & GetPropertyAccessLibrary() const


Interface to the writable parts of the generated class that handlers can operate on


Get the CDO that we are writing to.


Get the destination node cast to the correct type.

template<typename NodeType> NodeType & GetDestinationNode() const


Get the property index for this node.


Get the source node cast to the correct type.

template<typename NodeType> const NodeType & GetSourceNode() const


Interface passed to per-node CopyTermDefaults override point.


Get the anim node to override.

template<typename AnimNodeType> AnimNodeType & GetAnimNode() const


Get the anim node to override.

[FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetAnimNodeImpl() const


Get the type of the anim node to override.

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


Get all of the assets to override with.

[TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *const > GetAssets() const


Get all of the assets to override with.

[TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *const > GetAssetsImpl() const


Interface passed to per-node OverrideAssets override point.


Get the compiler options we are currently using.

const [FKismetCompilerOptions](API\Runtime\Engine\Engine\FKismetCompilerOptions) & GetCompileOptions() const


const [FKismetCompilerOptions](API\Runtime\Engine\Engine\FKismetCompilerOptions) & GetCompileOptionsImpl() const


Get the consolidated uber graph during compilation.

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


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


Get the message log for the current compilation.

[FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetMessageLogImpl() const


[FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetMessageLog() const


Interface passed to PostExpansionStep delegate.


Create a uniquely named variable corresponding to an object in the current class.

[FProperty](API\Runtime\CoreUObject\UObject\FProperty) * CreateUniqueVariable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InForObject, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & Type )


Create a class variable in the current class. Note that no name confick resolution is performed, if a unique name is needed, use CreateUniqueVariable

[FProperty](API\Runtime\CoreUObject\UObject\FProperty) * CreateVariable ( const [FName](API\Runtime\Core\UObject\FName) Name, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & Type )


Context passed toIClassVariableCreator::CreateClassVariablesFromBlueprint


Get the custom color for this node


Get the custom color for this node

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


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

[UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) ChangeToNextWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) CurWidgetMode )


Called when the widget is dragged in rotation mode

void DoRotation ( FRotator & InRotation )


Called when the widget is dragged in scale mode


Called when the widget is dragged in translation mode

void DoTranslation ( FVector & InTranslation )


Called when entering this edit mode

void EnterMode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InEditorNode, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )


Called when exiting this edit mode


Get the bone that the skeletal control is manipulating


Returns the coordinate system that should be used for this bone


current widget mode this anim graph node supports


Called when a Pose Watch is created on a node edited by this edit mode

void RegisterPoseWatchedNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InEditorNode, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )


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

bool SetWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode )


Called to determine whether this edit mode should be drawn when nodes edited by this edit mode are pose watched


Base interface for skeletal control edit modes

class IAnimNodeEditMode : public [FAnimationEditMode](API\Editor\AnimationEditMode\FAnimationEditMode)


Implement this in a graph node and the anim BP compiler will call this expecting to generate class variables.

void CreateClassVariablesFromBlueprint ( [IAnimBlueprintVariableCreationContext](API\Editor\AnimGraph\IAnimBlueprintVariableCreationCo-) & InCreationContext )


class UAnimationBlendSpaceSampleGraph : public [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph)

ResultNode

Result node within the state's animation graph.


Can this graph type be duplicated?

virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const


Populate new graph with any default nodes

virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const


Determine if this graph supports collapsing nodes into subgraphs
True if this schema supports collapsed node subgraphs

virtual bool DoesSupportCollapsedNodes() const


Determine if this graph supports event dispatcher
True if this schema supports Event Dispatcher

virtual bool DoesSupportEventDispatcher() const


Gets display information for a graph

virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const


Handle a graph being removed by the user (potentially removing associated bound nodes, etc...)

virtual void HandleGraphBeingDeleted ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & GraphBeingRemoved ) const


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


When a node is removed, this method determines whether we should remove it immediately or use the old (slower) code path that results in all node being recreated:

virtual bool ShouldAlwaysPurgeOnModification() const


class UAnimationConduitGraphSchema : public [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2)


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


class UAnimationCustomTransitionGraph : public [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph)


Gets display information for a graph


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


class UAnimationCustomTransitionSchema : public [UAnimationGraphSchema](API\Editor\AnimGraph\UAnimationGraphSchema)


Returns contained graph nodes of the specified (or child) class

void GetGraphNodesOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) > NodeClass, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & GraphNodes, bool bIncludeChildClasses )


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


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

BlendOptions

Blending options for animation graphs in Linked Animation Blueprints.

OnPinDefaultValueChanged

Delegate fired when a pin's default value is changed


Returns true if the types and directions of two pins are schema compatible. Handles outputting a more derived type to an input pin expecting a less derived type.
true if the pin types and directions are compatible.

virtual bool ArePinsCompatible ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * CallingContext, bool bIgnoreArray ) const


Auto-arranges a graph's inputs and outputs. Does nothing to nodes that are not roots or inputs

static void AutoArrangeInterfaceGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph )


Begins a drag and drop action to drag a graph action into another graph

virtual [FReply](API\Runtime\SlateCore\Input\FReply) BeginGraphDragAction ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > InAction, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent ) const


Can this graph type be duplicated?

virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const


Checks to see if a pin supports Pin Value Inspection Tooltips
true if it supports data tooltips

virtual bool CanShowDataTooltipForPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


Can the function graph be dropped into another graph

virtual bool CanGraphBeDropped ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > InAction ) const


Conforms an anim graph to an interface function

static void ConformAnimGraphToInterface ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & InGraph, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction )


Conforms anim layer nodes to an interface desc by GUID

static void ConformAnimLayersByGuid ( const [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, const [FBPInterfaceDescription](API\Runtime\Engine\Engine\FBPInterfaceDescription) & CurrentInterfaceDesc )


virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const


Try to create an automatic cast or other conversion node node to facilitate a connection between two pins. It makes the cast node, a connection between A and the cast node, and a connection from the cast node to B.two This method is called when a connection is made where CanCreateConnection returned bCanAutoConvert.
True if a cast node and connection were made; false if the connection failed and had no side effects.

virtual bool CreateAutomaticConversionNodeAndConnections ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


Populate new function graph with entry and possibly return node

virtual void CreateFunctionGraphTerminators ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) const


Some inherited schemas don't want anim-notify actions listed, so this is an easy way to check that

virtual bool DoesSupportAnimNotifyActions() const


Returns the connection response for connecting PinA to PinB, which have already been determined to be compatible types with a compatible direction. InputPin and OutputPin are PinA and PinB or vis versa, indicating their direction.
The message and action to take on trying to make this connection.

virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) DetermineConnectionResponseOfCompatibleTypedPins ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin ) const


Determine if this graph supports collapsing nodes into subgraphs
True if this schema supports collapsed node subgraphs

virtual bool DoesSupportCollapsedNodes() const


Determine if this graph supports event dispatcher
True if this schema supports Event Dispatcher

virtual bool DoesSupportEventDispatcher() const


Called when asset(s) are dropped onto a graph background.

virtual void DroppedAssetsOnGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


Called when asset(s) are dropped onto the specified node

virtual void DroppedAssetsOnNode ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node ) const


Called when asset(s) are dropped onto the specified pin

virtual void DroppedAssetsOnPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified graph

virtual void GetAssetsGraphHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * HoverGraph, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified node

virtual void GetAssetsNodeHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * HoverNode, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified pin

virtual void GetAssetsPinHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * HoverPin, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


Gets actions that should be added to the right-click context menu for a node or pin

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


Gets display information for a graph

virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const


The type of graph (function vs. ubergraph) that this that TestEdGraph is.

virtual EGraphType GetGraphType ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TestEdGraph ) const


Get the name to show in the editor

virtual [FText](API\Runtime\Core\Internationalization\FText) GetPinDisplayName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


Gets the draw color of a pin based on it's type.
The color representing the passed in type.

virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const


Find a position for a newly created linked input pose

static FVector2D GetPositionForNewLinkedInputPoseNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & InGraph )


Deprecated* Function renamed, please use GetPositionForNewLinkedInputPoseNode

static FVector2D GetPositionForNewSubInputNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & InGraph )


Unexpose pins that are unused on a linked anim graph node

static void HideUnboundPropertyPins ( [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-) * Node )


Handle a graph being removed by the user (potentially removing associated bound nodes, etc...)

virtual void HandleGraphBeingDeleted ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & GraphBeingRemoved ) const


Checks to see whether the passed-in pin type is a component space pose pin

static bool IsComponentSpacePosePin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType )


Checks to see whether the passed-in pin type is a local space pose pin

static bool IsLocalSpacePosePin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType )


Checks to see whether the passed-in pin type is a pose pin (local or component space)

static bool IsPosePin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType )


Create a binding widget for the specified named pin on the specified anim graph nodes

static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeBindingWidgetForPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & InAnimGraphNodes, [FName](API\Runtime\Core\UObject\FName) InPinName, bool bInOnGraphNode, [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > bInIsEnabled )


Makes a component space pose pin type


Makes a local space pose pin type


virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FSearchForAutocastFunctionResults](API\Editor\BlueprintGraph\UEdGraphSchema_K2\FSearchForAutocastFunctionResult-) > SearchForAutocastFunction ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & OutputPinType, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InputPinType ) const


Deprecated* Use the FSearchForAutocastFunctionResults variant.

virtual bool SearchForAutocastFunction ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & OutputPinType, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InputPinType, [FName](API\Runtime\Core\UObject\FName) & TargetFunction, [UClass](API\Runtime\CoreUObject\UObject\UClass) *& FunctionOwner ) const


When a node is removed, this method determines whether we should remove it immediately or use the old (slower) code path that results in all node being recreated:

virtual bool ShouldAlwaysPurgeOnModification() const


Spawn the correct node in the Animation Graph using the given AnimationAsset at the supplied location

static void SpawnNodeFromAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinIfAvailable )


Spawn a rigid body node if we drop a physics asset on the graph

static void SpawnRigidBodyNodeFromAsset ( [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * Asset, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


Update the specified node to a new asset

static void UpdateNodeWithAsset ( class [UK2Node](API\Editor\BlueprintGraph\UK2Node) * K2Node, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )


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


class UAnimationGraphSchema : public [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2)

Common PinNames.


Can this graph type be duplicated?

virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const


class UAnimationStateGraph : public [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph)

MyResultNode

Result node within the state's animation graph.


Populate new graph with any default nodes

virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const


Gets display information for a graph

virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const


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


Try to make a connection between two pins.
True if a connection was made/broken (graph was modified); false if the connection failed and had no side effects.

virtual bool TryCreateConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


class UAnimationStateGraphSchema : public [UAnimationGraphSchema](API\Editor\AnimGraph\UAnimationGraphSchema)


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

EntryNode

Entry node within the state machine.

OwnerAnimGraphNode

Parent instance node.


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


Breaks all links from/to a single node

virtual void BreakNodeLinks ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & TargetNode ) const


Breaks all links from/to a single pin

virtual void BreakPinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & TargetPin, bool bSendsNodeNotifcation ) const


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


Breaks the link between two nodes.

virtual void BreakSinglePinLink ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin ) const


Determine if a connection can be created between two pins.
An empty string if the connection is legal, otherwise a message describing why the connection would fail.

virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanCreateConnection ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


Try to create an automatic cast or other conversion node node to facilitate a connection between two pins. It makes the cast node, a connection between A and the cast node, and a connection from the cast node to B.two This method is called when a connection is made where CanCreateConnection returned bCanAutoConvert.
True if a cast node and connection were made; false if the connection failed and had no side effects.

virtual bool CreateAutomaticConversionNodeAndConnections ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


Determine if a connection can be relinked to the given pin.
A message describing if the operation can succeed or why the relink operation would fail.

virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanRelinkConnectionToPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldSourcePin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPinCandidate ) const


Called when asset(s) are dropped onto a graph background.

virtual void DroppedAssetsOnGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


Called when asset(s) are dropped onto the specified node

virtual void DroppedAssetsOnNode ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node ) const


Called when asset(s) are dropped onto the specified pin

virtual void DroppedAssetsOnPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified node

virtual void GetAssetsNodeHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * HoverNode, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified pin

virtual void GetAssetsPinHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * HoverPin, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


Gets actions that should be added to the right-click context menu for a node or pin

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


Get all actions that can be performed when right clicking on a graph or drag-releasing on a graph from a pin

virtual void GetGraphContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder ) const


The type of graph (function vs. ubergraph) that this that TestEdGraph is.

virtual EGraphType GetGraphType ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TestEdGraph ) const


Gets display information for a graph

virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const


Gets the draw color of a pin based on it's type.
The color representing the passed in type.

virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const


Is this schema supporting connection relinking for the given pin?

virtual bool IsConnectionRelinkingAllowed ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const


static const [FName](API\Runtime\Core\UObject\FName) PC_Exec;


virtual bool TryCreateConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


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


Try relinking the connection starting at the old source and target pins and relink it to the new target pin.

virtual bool TryRelinkConnectionTarget ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldTargetPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewTargetPin, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InSelectedGraphNodes ) const


class UAnimationStateMachineSchema : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)


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


class UAnimationTransitionGraph : public [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph)


Can this graph type be duplicated?

virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const


virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const


Determine if this graph supports collapsing nodes into subgraphs
True if this schema supports collapsed node subgraphs

virtual bool DoesSupportCollapsedNodes() const


Determine if this graph supports event dispatcher
True if this schema supports Event Dispatcher

virtual bool DoesSupportEventDispatcher() const


Handle a graph being removed by the user (potentially removing associated bound nodes, etc...)

virtual void HandleGraphBeingDeleted ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & GraphBeingRemoved ) const


Gets display information for a graph


When a node is removed, this method determines whether we should remove it immediately or use the old (slower) code path that results in all node being recreated:

virtual bool ShouldAlwaysPurgeOnModification() const


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


This class is the schema for transition rule graphs in animation state machines.

class UAnimationTransitionSchema : public [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2)


Get an already-requested extension for an anim blueprint.
nullptr if the extension is not found.

template<typename ExtensionType> static ExtensionType * FindExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )


Iterate over all registered UAnimBlueprintExtensions in an anim BP

static void ForEachExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) *)> InFunction )


Get the anim blueprint that hosts this extension

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


Get the defaults that will be held on the class

template<typename ClassDataType> ClassDataType & GetClassData()


Get the property of the class data

const [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetClassDataProperty() const


Get the structure that will be added to any anim BP class

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


Get an already-requested extension for an anim blueprint. Will assert if the extension is not found.

template<typename ExtensionType> static ExtensionType * GetExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )


Get all subsystems currently present on an anim blueprint

static [TArray](API\Runtime\Core\Containers\TArray)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) * > GetExtensions ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )


Get an already-requested an anim blueprint extension for an anim blueprint.

static [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) * GetExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) > InExtensionType )


Get the defaults that will be held on the instance

template<typename InstanceDataType> InstanceDataType & GetInstanceData()


Get the structure that will be added to any BP-derivedUAnimInstance

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


Get the property of the instance data

const [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetInstanceDataProperty() const


Refresh all extensions according to nodes present in an anim BP

static void RefreshExtensions ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )


Request an anim blueprint extension for an anim blueprint. It is illegal to perform this operation once compilation has commenced, use GetExtension instead.

template<typename ExtensionType> static ExtensionType * RequestExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )


static [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) * RequestExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) > InExtensionType )


Request all extensions that a node needs

static void RequestExtensionsForNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InAnimGraphNode )


Extension that allows per-system data to be held on the anim blueprint, and per-system logic to be executed during compilation

class UAnimBlueprintExtension : public [UBlueprintExtension](API\Runtime\Engine\Blueprint\UBlueprintExtension)


Add a copy to the property access library we are compiling
an integer handle to the pending copy. This can be resolved to a true copy index by calling MapCopyIndex

[FPropertyAccessHandle](API\Editor\UnrealEd\FPropertyAccessHandle) AddCopy ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InSourcePath, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InDestPath, const [FName](API\Runtime\Core\UObject\FName) & InContextId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


Deprecated* Please use AddCopy with a context ID

int32 AddCopy ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InSourcePath, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InDestPath, EPropertyAccessBatchType InBatchType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


Try to determine the context in which this property access can safely be performed.

static const [FName](API\Runtime\Core\UObject\FName) ContextId_Automatic;


Executed batched on the game thread before the event graph is run.

static const [FName](API\Runtime\Core\UObject\FName) ContextId_Batched_WorkerThreadPreEventGraph;


Executed batched on the game thread after the event graph is run.

static const [FName](API\Runtime\Core\UObject\FName) ContextId_Batched_WorkerThreadPostEventGraph;


static const [FName](API\Runtime\Core\UObject\FName) ContextId_Batched_GameThreadPreEventGraph;


static const [FName](API\Runtime\Core\UObject\FName) ContextId_Batched_GameThreadPostEventGraph;


Can safely be executed on worker threads.

static const [FName](API\Runtime\Core\UObject\FName) ContextId_UnBatched_ThreadSafe;


Whether a context name requires an auto-generated variable to be cached for an access.

static bool ContextRequiresCachedVariable ( [FName](API\Runtime\Core\UObject\FName) InName )


Expands a property access path to a pure chain of BP nodes.

void ExpandPropertyAccess ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & InCompilerContext, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InSourcePath, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InTargetPin ) const


Maps a compiled handle back to a human-readable context description.

static [FText](API\Runtime\Core\Internationalization\FText) GetCompiledHandleContextDesc ( [FCompiledPropertyAccessHandle](API\Editor\UnrealEd\FCompiledPropertyAccessHandle) InHandle )


Maps the initial copy handle to a true handle, post compilation.

[FCompiledPropertyAccessHandle](API\Editor\UnrealEd\FCompiledPropertyAccessHandle) GetCompiledHandle ( [FPropertyAccessHandle](API\Editor\UnrealEd\FPropertyAccessHandle) InHandle ) const


Maps a compiled handle back to a human-readable context.

static [FText](API\Runtime\Core\Internationalization\FText) GetCompiledHandleContext ( [FCompiledPropertyAccessHandle](API\Editor\UnrealEd\FCompiledPropertyAccessHandle) InHandle )


Deprecated* Please use GetCompiledHandle

int32 MapCopyIndex ( int32 InIndex ) const


Delegate called when the library is compiled (whether successfully or not)


class UAnimBlueprintExtension_PropertyAccess : public [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension)


virtual void DoPostCompileValidation ( [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & InParams ) const


Deprecated* Please use the constructor that takes anFNamefor the sync group

FPCV_GatherParams &40; bool InbFilterBySyncGroup, int32 InSyncGroupIndex, bool InbFilterByLoopingCondition, bool InbLoopingCondition &41;


FPCV_GatherParams &40; bool InbFilterBySyncGroup, FName InSyncGroupName, bool InbFilterByLoopingCondition, bool InbLoopingCondition &41;


FPCV_PropertyAndValue &40; const FProperty &42; InProperty, const void &42; InValue &41;


FPCV_ReferencedAnimSequence &40; const UAnimSequence &42; InAnimSequence, const UObject &42; InReferencer &41;


static void PCV_GatherAllReferencedAnimSequences ( [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_ReferencedAnimSequence](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_ReferencedA-) > & OutRefAnimSequences, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params )


static void PCV_GatherAnimSequencesFromGraph ( [TArray](API\Runtime\Core\Containers\TArray)< const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & OutAnimSequences, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params, const [FPCV_GatherParams](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_GatherParams) & GatherParams )


static void PCV_GatherAnimSequencesFromStruct ( [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_ReferencedAnimSequence](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_ReferencedA-) > & OutRefAnimSequences, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct, const void * InData, [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_PropertyAndValue](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_PropertyAndValue) > InPropertyCallChain )


static void PCV_GatherAnimSequencesFromProperty ( [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_ReferencedAnimSequence](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_ReferencedA-) > & OutRefAnimSequences, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty, const void * InData, [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_PropertyAndValue](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_PropertyAndValue) > InPropertyCallChain )


static void PCV_GatherAnimSequences ( [TArray](API\Runtime\Core\Containers\TArray)< const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & OutAnimSequences, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) *const InAnimSequenceBase )


static void PCV_GatherAnimSequences ( [TArray](API\Runtime\Core\Containers\TArray)< const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & OutAnimSequences, const class [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) *const InBlendSpace )


static void PCV_GatherBlendSpacesFromGraph ( [TArray](API\Runtime\Core\Containers\TArray)< const class [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * > & OutBlendSpaces, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params )


static void PCV_PreloadObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) *const ReferencedObject )


This class is a base class for performing AnimBlueprint Post Compilation Validation.

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


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


Get a previously registered attribute desc
nullptr if no desc is registered with the specified name

const [FAnimGraphAttributeDesc](API\Editor\AnimGraph\FAnimGraphAttributeDesc) * FindAttributeDesc ( [FName](API\Runtime\Core\UObject\FName) InName ) const


Iterate over all attributes that are registered

void ForEachAttribute ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FAnimGraphAttributeDesc](API\Editor\AnimGraph\FAnimGraphAttributeDesc) &)> InFunction ) const


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


Register an anim graph attribute.

void Register ( const [FAnimGraphAttributeDesc](API\Editor\AnimGraph\FAnimGraphAttributeDesc) & InDesc )


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


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


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


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 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


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


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


Gets the tooltip to display when over the node

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


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 )


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


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


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


Can customize details tab

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


[FText](API\Runtime\Core\Internationalization\FText) BodyDefinitionUINameString ( const uint32 BodyIndex ) const


void DrawAngularLimits ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, FTransform JointTransform, const [FAnimNode_AnimDynamics](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_AnimDynamics) & NodeToVisualize ) const


void DrawLinearLimits ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, FTransform ShapeTransform, const [FAnimNode_AnimDynamics](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_AnimDynamics) & NodeToVisualise ) const


Returns the short descriptive name of the controller.

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


Gets the menu category this node belongs in.

virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() 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 GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & DebugInfo, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * RuntimeAnimNode, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const


[USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton() const


UI callbacks for customising the physics bodies array in the details panel.

void OnPhysicsBodyDefCustomizeDetails ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > ElementProperty, int32 ElementIndex, [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildrenBuilder, [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailLayout )


Called when a property on this object has been modified externally

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.


static [FReply](API\Runtime\SlateCore\Input\FReply) ResetButtonClicked ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailLayoutBuilder )


UObject.

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


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


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

bPreviewLive

Preview the live physics object on the mesh

bShowAngularLimits

Show angular limit ranges in the viewport

bShowCollisionSpheres

If planar limits are enabled and the collision mode isn't CoM, draw sphere collision sizes

bShowLinearLimits

Show linear (prismatic) limits in the viewport

bShowPlanarLimit

Show planar limit info (actual plane, plane normal) in the viewport

bShowSphericalLimit

Show spherical limits in the viewport (preview live only)


Can customize details tab


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


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


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


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


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


Draw function for supporting visualization.

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


void DrawAngularLimits ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelMeshComp, const [FAnimNode_ApplyLimits](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ApplyLimits) & NodeToVisualize ) const


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


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


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


class UAnimGraphNode_ApplyLimits : 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


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


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


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


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


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


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 )


Helper function to gather menu actions from specific asset types supported by this node.

static void GetMenuActionsHelper ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & InActionRegistrar, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) > InNodeClass, const [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & InAssetTypes, const [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & InExcludedAssetTypes, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [FText](API\Runtime\Core\Internationalization\FText)(const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) &, [UClass](API\Runtime\CoreUObject\UObject\UClass) *)> & InMenuNameFunction, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [FText](API\Runtime\Core\Internationalization\FText)(const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) &, [UClass](API\Runtime\CoreUObject\UObject\UClass) *)> & InMenuTooltipFunction, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, bool, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData))> & InSetupNewNodeFromAssetFunction, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, bool, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >)> & InSetupNewNodeFromClassFunction, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FText](API\Runtime\Core\Internationalization\FText)(const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) &)> & InMenuCategoryFunction )


Helper functions to build a title for an asset player node.

[FText](API\Runtime\Core\Internationalization\FText) GetNodeTitleHelper ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) InTitleType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InAssetPin, const [FText](API\Runtime\Core\Internationalization\FText) & InAssetDesc, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FText](API\Runtime\Core\Internationalization\FText)([UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *)> InPostFixFunctionRef ) const


[FText](API\Runtime\Core\Internationalization\FText) GetNodeTitleForAsset ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) InTitleType, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAsset, const [FText](API\Runtime\Core\Internationalization\FText) & InAssetDesc, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FText](API\Runtime\Core\Internationalization\FText)([UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *)> InPostFixFunctionRef ) 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


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


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


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


UEdGraphNodeinterface

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


Called when a property on this object has been modified externally

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


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

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


Helper function to preload required assets (including those referenced on pins)

void PreloadRequiredAssetsHelper ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAsset, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InExposedPin )


UObjectinterface

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


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


Default setup function that can be used with GetMenuActionsHalper.

static void SetupNewNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNewNode, bool bInIsTemplateNode, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) InAssetData )


Helper function to validate player nodes.

void ValidateAnimNodeDuringCompilationHelper ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAsset, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) > InAssetType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InExposedPin, [FName](API\Runtime\Core\UObject\FName) InPropertyName )


Adds node pin data to the search metadata, override to collect more data that may be desirable to search for

virtual void AddPinSearchMetaDataInfo ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const


Helper / intermediate for asset player graphical nodes

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

UnloadedSkeletonName

Used for filtering in the Blueprint context menu when the sequence asset this node uses is unloaded


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


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 )


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

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


Can this node be created under the specified schema.

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


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


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 )


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

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


Override point to create custom pins

virtual void CreateCustomPins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * OldPins )


Create any output pins necessary for this node.


This will be called when a pose link is found, and can be called with PoseProperty being either of:

virtual void CreatePinsForPoseLink ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PoseProperty, int32 ArrayIndex )


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


Returns whether this node can have breakpoints placed on it in the debugger

virtual bool CanPlaceBreakpoints() const


Destroy the specified node


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

virtual bool DoesSupportTimeForTransitionGetter() const


Draw function for supporting visualization.

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


Draw function called on nodes that are selected and / or have a pose watch enabled. Default implementation calls the basic draw function for selected nodes and does nothing for pose watched nodes. Nodes that should render something when a pose watch is enabled but they are not selected should override this function.

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


Canvas draw function to draw to viewport.

virtual void DrawCanvas ( [FViewport](API\Runtime\Engine\FViewport) & InViewport, [FSceneView](API\Runtime\Engine\FSceneView) & View, [FCanvas](API\Runtime\Engine\FCanvas) & Canvas, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const


Expands a node while compiling, which may add additional nodes or delete this node

virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


Delegate used to to access property bindings to modify for the specified node.

typedef TBaseDelegate_TwoParams< void, UAnimGraphNode_Base &42;, TArrayView< FOptionalPinFromProperty > & > FOnGetOptionalPins


Delegate used to set pin visibility.

typedef TBaseDelegate_ThreeParams< void, UAnimGraphNode_Base &42;, bool, int32 > FOnSetPinVisibility


FAnimPropertyBindingWidgetArgs &40; const TArray< UAnimGraphNode_Base &42; > & InNodes, FProperty &42; InPinProperty, FName InPinName, FName InBindingName, int32 InOptionalPinIndex &41;


Arguments used to construct a property binding widget.

BindingName

The name of the property we are binding to.

bOnGraphNode

Whether this is for display on a graph node.

bPropertyIsOnFNode

Whether the property is on theFAnimNode_Baseof this anim node.

MenuExtender

Menu extender used to add custom entries in the binding menu.

Nodes

The nodes to display the binding for.

OptionalPinIndex

The optional pin index that refers to this pin.

PinName

The name of the pin.

PinProperty

The pin property for this binding.


Try to find the preview node instance for this anim graph node

[FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * FindDebugAnimNode ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const


Event that observers can bind to so that they are notified about changes made to this node through the property system

class FOnNodePropertyChangedEvent : public TBaseMulticastDelegate_OneParam< void, FPropertyChangedEvent & >