typedef [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName), TInlineAllocator< 4 >> FNodeAttributeArray


Event that is broadcast to inform observers that the node title has changed The defaultSAnimationGraphNodeuses this to invalidate cached node title text

class FOnNodeTitleChangedEvent : public TBaseMulticastDelegate_NoParams< void >


Event that observers can bind to so that they are notified about changes to pin visibility.

class FPinVisibilityChangedEvent : public TBaseMulticastDelegate_TwoParams< void, bool, int32 >


template<typename NodeType> NodeType * GetActiveInstanceNode ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AnimInstanceObject ) const


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

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


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


Get the animation blueprint to which this node belongs

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


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


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

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


Get the currently-debugged runtime anim node (in the anim BP debugger that this node is currently being edited in)
nullptr if the node cannot be found

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


Get the currently-debugged runtime anim node of a specified type (in the anim BP debugger that this node is currently being edited in)
nullptr if the node cannot be found

template<typename TNodeType> TNodeType * GetDebuggedAnimNode() 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


Returns the link used for external documentation for the graph node

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


Get the runtime anim node that we template.


Gets the animation FNode property represented by this ed graph node.

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


Gets the animation FNode type represented by this ed graph node.

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


Get the named attribute types that this node takes (absorbs) as inputs. Other attributes are assumed to 'pass through' this node.

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


Bydefault return any animation assets we have.

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


virtual [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) GetLinkIDLocation ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * NodeType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputLinkPin )


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

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


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

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


This function returns an arbitrary number of attributes that describe this node for analytics events

virtual void GetNodeAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [TKeyValuePair](API\Runtime\Core\Templates\TKeyValuePair)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & OutNodeAttributes ) const


Gets the menu category this node belongs in.

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


Gets the draw color of a node's title bar

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


the current object being debugged from the blueprint for this node. Can be nullptr.

[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectBeingDebugged() 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


Function to collect strings from nodes to display in the viewport. Use this rather than DrawCanvas when adding general text to the viewport.

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


Get the property (and possibly array index) associated with the supplied pin

virtual void GetPinAssociatedProperty ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * NodeType, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty, int32 & OutIndex ) const


Get the pin binding info for the supplied pin
false if the pin cannot be bound

virtual bool GetPinBindingInfo ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) & OutBindingName, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutPinProperty, int32 & OutOptionalPinIndex ) const


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

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


Return the requested metadata for the pin if there is any

virtual [FString](API\Runtime\Core\Containers\FString) GetPinMetaData ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) InKey )


Get the property corresponding to a pin. For array element pins returns the outer array property. Returns null if a property cannot be found.

[FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPinProperty ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const


virtual [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPinProperty ( [FName](API\Runtime\Core\UObject\FName) InPinName ) const


Some anim graph nodes can act as proxies to outer nodes (e.g. sink nodes in nested graphs). Returning that outer node here allows attribute visualization to be forwarded to the inner node from the outer.
the proxy for attribute display

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


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

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


Get the tag for this node, if any.


virtual const TCHAR * GetTimePropertyName() const


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


Helper function for ReplaceReferredAnimations.

template<class AssetType> void HandleAnimReferenceReplacement ( AssetType *& OriginalAsset, const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap )


Helper function for GetAllAnimationSequencesReferred.

void HandleAnimReferenceCollection ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimAsset, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimationAssets ) const


template<class AssetType> void HandleAnimReferenceReplacement ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< AssetType > & OriginalAsset, const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap )


Handle when a variable is renamed in the Blueprint Palette

virtual void HandleVariableRenamed ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InVariableClass, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, const [FName](API\Runtime\Core\UObject\FName) & InOldVarName, const [FName](API\Runtime\Core\UObject\FName) & InNewVarName )


Check whether the specified property is bound via PropertyBindings.

virtual bool HasBinding ( [FName](API\Runtime\Core\UObject\FName) InPropertyName ) const


Allocates or reallocates pins.

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


Check whether the named pin is bindable.

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


UEdGraphNode::FindPin

bool IsPinExposedAndBound ( const [FString](API\Runtime\Core\Containers\FString) & InPinName, const EEdGraphPinDirection InDirection ) const


UEdGraphNode::FindPin

bool IsPinExposedAndLinked ( const [FString](API\Runtime\Core\Containers\FString) & InPinName, const EEdGraphPinDirection Direction ) const


UEdGraphNode::FindPin

bool IsPinUnlinkedUnboundAndUnset ( const [FString](API\Runtime\Core\Containers\FString) & InPinName, const EEdGraphPinDirection InDirection ) const


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


Check if a specified function reference appears to be valid by inspecting only the validity of the name and guid.

static bool IsPotentiallyBoundFunction ( const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & FunctionReference )


Is this node a sink that has no pose outputs?


Make a property binding widget to edit the bindings of the passed-in nodes.

static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakePropertyBindingWidget ( const [FAnimPropertyBindingWidgetArgs](API\Editor\AnimGraph\UAnimGraphNode_Base\FAnimPropertyBindingWidgetArgs) & InArgs )


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


Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint

virtual bool NodeCausesStructuralBlueprintChange() const


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

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


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

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


Override point for OverrideAssets.

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


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

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


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

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


Called to override the assets held on a runtime anim node. Implements per-node logic for child anim blueprints.

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


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

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


Called when 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 )


Called when a property on this object has been modified externally

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


Refreshes the debugged component post-edit. This is required to see changes as the component may be either an editor-only component that is not ticking, or in a paused PIE world


Called after applying a transaction to the object. Default implementation simply calls PostEditChange.


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


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


Give the node a chance to change the display name of a pin.

virtual void PostProcessPinName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FString](API\Runtime\Core\Containers\FString) & DisplayName ) const


Process this node's data during compilation.

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


This is called when a property is about to be modified externally

virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

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


Helper function used to refresh the type of a binding.

void RecalculateBindingType ( [FAnimGraphNodePropertyBinding](API\Editor\AnimGraph\FAnimGraphNodePropertyBinding) & InBinding )


Refresh the connectors on a node, preserving as many connections as it can.


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

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


Return whether this node references the specified variable, give the supplied scope. Used when variable types are changed.

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


Replace any member references of source with replacement

virtual void ReplaceReferences ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InReplacementBlueprint, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InSource, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InReplacement )


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 )


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

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


Sets the visibility of the specified pin, reconstructs the node if it changes.

void SetPinVisibility ( bool bInVisible, int32 InOptionalPinIndex )


Set the tag for this node.

void SetTag ( [FName](API\Runtime\Core\UObject\FName) InTag )


Set the tag for this node but without regenerating any BP data for tagging.

void SetTagInternal ( [FName](API\Runtime\Core\UObject\FName) InTag )


Whether this node should create BP evaluation handlers as part of compilation.

virtual bool ShouldCreateStructEvalHandlers() const


wether to show graph attribute icons on pins for this node.

virtual bool ShouldShowAttributesOnPins() const


Return whether the node's properties display in the blueprint details panel

virtual bool ShouldShowNodeProperties() const


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

virtual bool ShowPaletteIconOnNode() const


Returns whether this node supports the supplied asset class

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


If using CopyPoseFromMesh, the AnimBlueprint Compiler will cache this off for optimizations.

virtual bool UsingCopyPoseFromMesh() const


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

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


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

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


Helper function used to validate anim node function references

void ValidateFunctionRef ( [FName](API\Runtime\Core\UObject\FName) InPropertyName, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InRef, const [FText](API\Runtime\Core\Internationalization\FText) & InFunctionName, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


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


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


Any concrete implementations will be paired with a runtime graph node derived fromFAnimNode_Base

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

AlwaysDynamicProperties

Properties marked as always dynamic, so they can be set externally

BecomeRelevantFunction

Function called when the node becomes relevant, meaning it goes from having no weight to any weight.

InitialUpdateFunction

Function called before the node is updated for the first time.

OldShownPins

Old shown pins. Needs to be a member variable to track pin visibility changes between Pre and PostEditChange.

PropertyBindings

Map from property name->binding info

UpdateFunction

Function called when the node is updated.


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


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


Gets the menu category this node belongs in.

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


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

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


Called when a property on this object has been modified externally

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


Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

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


Removes removed pins and adjusts array indices of remained pins

void RemovePinsFromOldPins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins, int32 RemovedArrayIndex )


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


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


Customize pin data based on the input

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


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


class UAnimGraphNode_BlendListByBool : public [UAnimGraphNode_BlendListBase](API\Editor\AnimGraph\UAnimGraphNode_BlendListBase)


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

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


Exposes a pin corresponding to the specified element name.

void ExposeEnumElementAsPin ( [FName](API\Runtime\Core\UObject\FName) EnumElementName )


Customize pin data based on the input


virtual [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetEnum() 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


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

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


Gets the name of this node, shown in title bar

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


Gets 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 information about the specified pin. If both bIsPosePin and bIsTimePin are false, the index is meaningless.

static void GetPinInformation ( const [FString](API\Runtime\Core\Containers\FString) & InPinName, int32 & Out_PinIndex, bool & Out_bIsPosePin, bool & Out_bIsTimePin )


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


virtual void ReloadEnum ( class [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum )


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


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

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


virtual bool ShouldBeReconstructedAfterEnumChanged() const


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

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


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


class UAnimGraphNode_BlendListByEnum : public [UAnimGraphNode_BlendListBase](API\Editor\AnimGraph\UAnimGraphNode_BlendListBase), public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface)

BoundEnum

Name of the enum being switched on


Adds a new pose pin.


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


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


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


class UAnimGraphNode_BlendListByInt : public [UAnimGraphNode_BlendListBase](API\Editor\AnimGraph\UAnimGraphNode_BlendListBase)


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


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


[UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * GetBlendSpace() const


Icon to use in menu or on node

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


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


Gets the draw color of a node's title bar

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


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


Util to determine is an asset class is an aim offset

static bool IsAimOffsetBlendSpace ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * BlendSpaceClass )


Give the node a chance to change the display name of a pin.

virtual void PostProcessPinName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FString](API\Runtime\Core\Containers\FString) & DisplayName ) const


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


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


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


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

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


Interface to support transition getter.

virtual bool DoesSupportTimeForTransitionGetter() const


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


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


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


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


virtual const TCHAR * GetTimePropertyName() const


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


Override point for OverrideAssets.

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


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


Returns whether this node supports the supplied asset class

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


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


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


Helper function for AddGraph/ReplaceGraph - builds the new graph but doesn't add it to Graphs array.

[UAnimationBlendSpaceSampleGraph](API\Editor\AnimGraph\UAnimationBlendSpaceSampleGraph) * AddGraphInternal ( [FName](API\Runtime\Core\UObject\FName) InSampleName, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSequence )


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


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


Adds a new graph to the internal array.

[UAnimationBlendSpaceSampleGraph](API\Editor\AnimGraph\UAnimationBlendSpaceSampleGraph) * AddGraph ( [FName](API\Runtime\Core\UObject\FName) InSampleName, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSequence )


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


Destroy the specified node


Helper function for compilation.

[UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * ExpandGraphAndProcessNodes ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * SourceRootNode, [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )


Access the 'dummy' blendspace graph.

[UBlendSpaceGraph](API\Editor\AnimGraph\UBlendSpaceGraph) * GetBlendSpaceGraph() const


Get the name of the blendspace graph.


Access the graphs for each sample.

[TArrayView](API\Runtime\Core\Containers\TArrayView)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) *const > GetGraphs() const


Get the name of the blendspace.


Icon to use in menu or on node

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


Bydefault return any animation assets we have.

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


Get the named attribute types that this node takes (absorbs) as inputs. Other attributes are assumed to 'pass through' this node.

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


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


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


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

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


Returns the sample index associated with the graph, or -1 if not found

int32 GetSampleIndex ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


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

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


Gets the tooltip to display when over the node

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


the sync group name assigned to this node


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


Create a name validator for this node

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


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

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


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

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


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

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


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

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


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


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


Give the node a chance to change the display name of a pin.

virtual void PostProcessPinName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FString](API\Runtime\Core\Containers\FString) & DisplayName ) const


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


Removes the graph at the specified index.

void RemoveGraph ( int32 InSampleIndex )


Replaces the graph at the specified index.

void ReplaceGraph ( int32 InSampleIndex, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSequence )


Set the sync group name assigned to this node.

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


Setup this node from the specified asset.

void SetupFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, bool bInIsTemplateNode )


Setup this node from the specified class.

void SetupFromClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) > InBlendSpaceClass, bool bInIsTemplateNode )


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

BlendSpace

Internal blendspace.

BlendSpaceClass

Blendspace class, for template nodes.

BlendSpaceGraph

Dummy blendspace graph (used for navigation only)

Graphs

Linked animation graphs for sample points.

SkeletonName

Skeleton name used for filtering unloaded assets.


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

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


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

virtual bool DoesSupportTimeForTransitionGetter() const


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 )


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


virtual const TCHAR * GetTimePropertyName() 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


Override point for OverrideAssets.

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


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


Replace references to animations that exist in the supplied maps.

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


Returns whether this node supports the supplied asset class

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


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


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


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

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


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


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


static void AddRangePropertyRow ( const [FText](API\Runtime\Core\Internationalization\FText) & Name, const [FText](API\Runtime\Core\Internationalization\FText) & Tooltip, [IDetailCategoryBuilder](API\Editor\PropertyEditor\IDetailCategoryBuilder) & Category, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, const [FName](API\Runtime\Core\UObject\FName) MinPropertyName, const [FName](API\Runtime\Core\UObject\FName) MaxPropertyName, [TAttribute](API\Runtime\Core\Misc\TAttribute)< [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) > VisibilityAttribute )


static void AddTripletPropertyRow ( const [FText](API\Runtime\Core\Internationalization\FText) & Name, const [FText](API\Runtime\Core\Internationalization\FText) & Tooltip, [IDetailCategoryBuilder](API\Editor\PropertyEditor\IDetailCategoryBuilder) & Category, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, const [FName](API\Runtime\Core\UObject\FName) XPropertyName, const [FName](API\Runtime\Core\UObject\FName) YPropertyName, const [FName](API\Runtime\Core\UObject\FName) ZPropertyName, [TAttribute](API\Runtime\Core\Misc\TAttribute)< [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) > VisibilityAttribute )


Should non-curve mapping values be shown (multiplier, range)?

static [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) AreNonCurveMappingValuesVisible ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailLayoutBuilder )


static [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) AreRemappingValuesVisible ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailLayoutBuilder )


Should destination bone or morph target properties be visible.

static [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) AreTargetBonePropertiesVisible ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailLayoutBuilder )


static [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) AreTargetCurvePropertiesVisible ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailLayoutBuilder )


static [FText](API\Runtime\Core\Internationalization\FText) ComponentTypeToText ( [EComponentType::Type](API\Runtime\Engine\Animation\EComponentType__Type) Component )


Draw function for supporting visualization.

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


Can customize details tab

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


Returns the short descriptive name of the controller.

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


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


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


Gets the tooltip to display when over the node

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


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

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


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

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


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


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


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 )


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


Called when a property on this object has been modified externally

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


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


Editor node for CCDIK IK skeletal controller.

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


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

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


Gets the name of this node, shown in title bar


Gets the draw color of a node's title bar

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


Give the node a chance to change the display name of a pin.

virtual void PostProcessPinName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FString](API\Runtime\Core\Containers\FString) & DisplayName ) const


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


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


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


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


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


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


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


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


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


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


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


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


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


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


If using CopyPoseFromMesh, the AnimBlueprint Compiler will cache this off for optimizations.

virtual bool UsingCopyPoseFromMesh() const


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


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


Gets the menu category this node belongs in.

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


Supply curves from some external source (e.g. audio)

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


Add Source and Target Properties - CheckFAnimNode_CustomProperty.

void AddSourceTargetProperties ( const [FName](API\Runtime\Core\UObject\FName) & InSourcePropertyName, const [FName](API\Runtime\Core\UObject\FName) & InTargetPropertyName )


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

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


Override point to create custom pins

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


Can customize details tab

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


Internal node accessor

virtual [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode()


virtual const [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode() const


Gets the property on InOwnerInstanceClass that corresponds to InInputPin.

void GetInstancePinProperty ( const [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InInputPin, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty )


Bydefault return any animation assets we have.

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


Get the pin binding info for the supplied pin
false if the pin cannot be bound

virtual bool GetPinBindingInfo ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) & OutBindingName, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutPinProperty, int32 & OutOptionalPinIndex ) const


Get the property corresponding to a pin. For array element pins returns the outer array property. Returns null if a property cannot be found.

virtual [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPinProperty ( [FName](API\Runtime\Core\UObject\FName) InPinName ) const


Gets the unique name for the property linked to a given pin.

[FString](API\Runtime\Core\Containers\FString) GetPinTargetVariableName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const


Gets the unique name for the property linked to a given pin name.

[FString](API\Runtime\Core\Containers\FString) GetPinTargetVariableName ( [FName](API\Runtime\Core\UObject\FName) InPinName ) const


Helper function for GetPinTargetVariableName.

[FString](API\Runtime\Core\Containers\FString) GetPinTargetVariableNameBase ( [FName](API\Runtime\Core\UObject\FName) InPinName ) const


Gets a property's type asFText(for UI)

[FText](API\Runtime\Core\Internationalization\FText) GetPropertyTypeText ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


Helper used to get the skeleton class we are targeting.

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


Gets Target Class this properties to link.

[UClass](API\Runtime\CoreUObject\UObject\UClass) * GetTargetClass() const


Check whether the specified property is bound via PropertyBindings.

virtual bool HasBinding ( [FName](API\Runtime\Core\UObject\FName) InPropertyName ) const


Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).

virtual bool HasExternalDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< class [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const


Check whether the named pin is bindable.

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


Check whether the specified property is structural (i.e. should we rebuild the UI if it changes)

virtual bool IsStructuralProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


Whether this node needs a valid target class up-front.

virtual bool NeedsToSpecifyValidTargetClass() const


User changed the instance class.

void OnInstanceClassChanged ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailBuilder )


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

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


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

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


--UI CALLBACKS -- // User changed the instance class etc.

void OnStructuralPropertyChanged ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailBuilder )


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

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


Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

virtual void PostDuplicate ( bool bDuplicateForPIE )


Called when a property on this object has been modified externally

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


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

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


Sets the visibility of the specified pin, reconstructs the node if it changes.

void SetCustomPinVisibility ( bool bInVisible, int32 InOptionalPinIndex )


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

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


class UAnimGraphNode_CustomProperty : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base), public [IClassVariableCreator](API\Editor\AnimGraph\IClassVariableCreator)

CustomPinProperties

Exposed pin data for custom properties


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 tooltip to display when over the node

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


Gets the draw color of a node's title bar

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


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


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


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


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 )


Draw function for supporting visualization.

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


Returns the short descriptive name of the controller.

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


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


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


Editor node for FABRIK IK skeletal controller.

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


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


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


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


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


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


Adds a new pose pin.


Can customize details tab

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


Gets the menu category this node belongs in.

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


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


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


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


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.


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


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


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


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

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


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


class UAnimGraphNode_LayeredBoneBlend : public [UAnimGraphNode_BlendListBase](API\Editor\AnimGraph\UAnimGraphNode_BlendListBase)


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


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


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


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


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


virtual [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode()


virtual const [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode() const


Get external graphs to display for this node.

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


BeginUAnimGraphNode_LinkedAnimGraphBase.

virtual [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode()


virtual const [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode() const


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

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


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


BeginUEdGraphNode.


class UAnimGraphNode_LinkedAnimGraph : public [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-), public [IK2Node_ExternalGraphInterface](API\Editor\BlueprintGraph\IK2Node_ExternalGraphInterface)


BeginUObject.

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


Called pre-compilation to allocate pose links.


Create any output pins necessary for this node.


Can customize details tab

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


Generates widgets for exposing/hiding Pins for this node using the provided detail builder

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


Gets path to the currently selected instance class' blueprint.

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


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


virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetEventNodeAction ( const [FText](API\Runtime\Core\Internationalization\FText) & ActionCategory )


Icon to use in menu or on node

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


Node accessor.


virtual [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) GetLinkIDLocation ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * NodeType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin )


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

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


Gets the name of this node, shown in title bar

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


Gets the draw color of a node's title bar

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


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


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

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


Gets the tooltip to display when over the node

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


Handler for when the function reference gets re-resolved on node reconstruction.

virtual void HandleFunctionReferenceChanged ( [FName](API\Runtime\Core\UObject\FName) InNewName )


Finds out whether there is a loop in the graph formed by linked instances from this node.


Finds out whether there is a loop in the graph formed by linked instances from CurrNode, used by HasInstanceLoop. VisitedNodes and NodeStack are required to track the graph links VisitedNodes - Node we have searched the links of, so we don't do it twice NodeStack - The currently considered chain of nodes. If a loop is detected this will contain the chain that causes the loop

static bool HasInstanceLoop_Recursive ( [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-) * CurrNode, [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & VisitedNodes, [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & NodeStack )


Check whether the specified property is structural (i.e. should we rebuild the UI if it changes)

virtual bool IsStructuralProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


Helper func for generating pins.

void IterateFunctionParameters ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FName](API\Runtime\Core\UObject\FName) &, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) &)> InFunc ) const


Whether this node needs a valid target class up-front.

virtual bool NeedsToSpecifyValidTargetClass() const


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

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


Instance blueprint was changed by user.

void OnSetInstanceBlueprint ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * InDetailBuilder )


Filter callback for blueprints (only accept matching skeletons/interfaces)

virtual bool OnShouldFilterInstanceBlueprint ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


Called when a property on this object has been modified externally

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


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

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


wether to show graph attribute icons on pins for this node.

virtual bool ShouldShowAttributesOnPins() const


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

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


class UAnimGraphNode_LinkedAnimGraphBase : public [UAnimGraphNode_CustomProperty](API\Editor\AnimGraph\UAnimGraphNode_CustomProperty), public [IK2Node_EventNodeInterface](API\Editor\BlueprintGraph\IK2Node_EventNodeInterface)

bIsInterfaceBlueprint

Interface flag used for filtering unloaded classes.

bIsTemplateAnimBlueprint

Template flag used for filtering unloaded classes.

FunctionReference

Reference to the stub function that this node uses.

SkeletonName

Skeleton name used for filtering unloaded classes.


Override point to create custom pins

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


Can customize details tab

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


Gets path to the currently selected instance class' blueprint.

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


virtual [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode()


virtual const [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode() const


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


Helper function to get the interface graph GUID currently in use by the selected layer.


Icon to use in menu or on node

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


Helper function to get the interface currently in use by the selected layer.

[TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > GetInterfaceForLayer() const


Bydefault return any animation assets we have.

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


Gets the name of the layer we refer to.


--UI CALLBACKS -- // Handlers for layer combo

void GetLayerNames ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) >> & OutStrings, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SToolTip](API\Runtime\Slate\Widgets\SToolTip) >> & OutToolTips, [TArray](API\Runtime\Core\Containers\TArray)< bool > & OutRestrictedItems )


BeginUAnimGraphNode_LinkedAnimGraphBase.

virtual [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode()


virtual const [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode() 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


void GetLinkTarget ( [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutTargetGraph, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) *& OutTargetBlueprint ) 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


Get the property corresponding to a pin. For array element pins returns the outer array property. Returns null if a property cannot be found.

virtual [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPinProperty ( [FName](API\Runtime\Core\UObject\FName) InPinName ) const


Helper used to get the skeleton class we are targeting.

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


Get the preview node, if any, when instanced in an animation blueprint and debugged.

[FAnimNode_LinkedAnimLayer](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimLayer) * GetPreviewNode() const


Gets the tooltip to display when over the node

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


Handler for when the function reference gets re-resolved on node reconstruction.

virtual void HandleFunctionReferenceChanged ( [FName](API\Runtime\Core\UObject\FName) InNewName )


void HandleSetObjectBeingDebugged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InDebugObj )


Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).

virtual bool HasExternalDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< class [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const


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

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


Check whether the specified property is structural (i.e. should we rebuild the UI if it changes)

virtual bool IsStructuralProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


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


Filter callback for blueprints (only accept matching skeletons/interfaces)

virtual bool OnShouldFilterInstanceBlueprint ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


void OnLayerChanged ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailBuilder )


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

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


Refresh the connectors on a node, preserving as many connections as it can.


Sets the name of the layer we refer to.

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


Helper function to setup a newly spawned node.

void SetupFromLayerId ( [FName](API\Runtime\Core\UObject\FName) InLayerId )


Optionally updates layer GUID if it is invalid.


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

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


Used during compilation to check if the blueprint structure causes any circular references or nested linked layer nodes.

void ValidateCircularRefAndNesting ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * CurrentGraph, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > & AllGraphs, [TArray](API\Runtime\Core\Containers\TArray)< const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GraphStack, bool bWithinLinkedLayerGraph, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


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


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


Whether or not this node can be deleted by user action


Conform input pose name according to function


IClassVariableCreatorinterface

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


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


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

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


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


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


UEdGraphNodeinterface

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


class UAnimGraphNode_LinkedAnimLayer : public [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-)

InterfaceGuid

Guid of the named layer graph we refer to

SetObjectBeingDebuggedHandle

Handle used to hook into object being debugged changing.


the number of parameter inputs this node provides. This is either determined via the Inputs array or via the FunctionReference.


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

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


Gets the tooltip to display when over the node

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


Determine if a node of this type can be created for the specified graph.

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


Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).

virtual bool HasExternalDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const


Helper function for iterating stub function parameters

void IterateFunctionParameters ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FName](API\Runtime\Core\UObject\FName) &, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) &)> InFunc ) const


whether this node is editable. Non-editable nodes are implemented from function interfaces


Make a name widget for this linked input pose node

[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeNameWidget ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


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

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


UObjectinterface

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


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


Promotes the node from being a part of an interface override to a full function that allows for parameter and result pin additions


Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

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


wether to show graph attribute icons on pins for this node.

virtual bool ShouldShowAttributesOnPins() const


Validate pose index against the function reference (used to determine whether we should exist or not)


class UAnimGraphNode_LinkedInputPose : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base), public [IClassVariableCreator](API\Editor\AnimGraph\IClassVariableCreator)

FunctionReference

Reference to the stub function we use to build our parameters

InputPoseIndex

The index of the input pose, used alongside FunctionReference to build parameters


Gets the name of this node, shown in title bar


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


Create any output pins necessary for this node.


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


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

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


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


Gets the draw color of a node's title bar

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


Give the node a chance to change the display name of a pin.

virtual void PostProcessPinName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FString](API\Runtime\Core\Containers\FString) & DisplayName ) const


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


Gets the tooltip to display when over the node

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


Draw function for supporting visualization.

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


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


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

virtual FEditorModeID GetEditorMode() const


Returns the short descriptive name of the controller.

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


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


Function to collect strings from nodes to display in the viewport. Use this rather than DrawCanvas when adding general text to the viewport.

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


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


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

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


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


Gets the menu category this node belongs in.

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


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

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


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


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


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


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


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


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


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


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


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

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


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.


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


This is called when a property is about to be modified externally

virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


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


Returns whether this node supports the supplied asset class

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


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


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 )


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


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

virtual FEditorModeID GetEditorMode() const


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


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 tooltip to display when over the node


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


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


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


Customize pin data based on the input

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


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

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


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


Easy way to modify curve values on a pose

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


Adds a new pose pin.


Gets the menu category this node belongs in.

virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() 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 draw color of a node's title bar

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


Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

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


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


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


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


Create a visual widget to represent this node in a graph editor or graph panel. If not implemented, the default node factory will be used.

virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphNode](API\Editor\GraphEditor\SGraphNode) > CreateVisualWidget()


Can customize details tab

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


Customize pin data based on the input


Returns the short descriptive name of the controller.

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


virtual FEditorModeID GetEditorMode() const


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


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


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

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


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


This allows you to observe the state of a bone at a particular point in the graph, showing it in any space and optionally relative to the reference pose.

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


Interface to support transition getter.

virtual bool DoesSupportTimeForTransitionGetter() const


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

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


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

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


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


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


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


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


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 )


Returns whether this node supports the supplied asset class

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


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


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


Interface to support transition getter.


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


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