UAnimGraphNode_CustomProperty

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Inheritance Hierarchy

References

Module

AnimGraph

Header

/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_CustomProperty.h

Include

#include "AnimGraphNode_CustomProperty.h"

Syntax

class UAnimGraphNode_CustomProperty : public UAnimGraphNode_Base

Variables

Name Description

Protected variable

TArray< FName >

 

ExposedPropertyNames

Names of properties the user has chosen to expose

Protected variable

TArray< FName >

 

KnownExposableProperties

List of property names we know to exist on the target class, so we can detect when Properties are added or removed on reconstruction

Functions

Name Description

Public function

void

 

AddSourceTargetProperties

(
    const FName& InSourcePropertyName,
    const FName& InTargetPropertyName
)

Add Source and Target Properties - Check FAnimNode_CustomProperty.

Public function Virtual Const

ECheckBoxSta...

 

AreAllPropertiesExposed()

If all possible properties are exposed on this node.

Protected function Virtual

FAnimNode_Cu...

 

GetCustomPropertyNode()

Internal node accessor

Protected function Virtual Const

const FAnimN...

 

GetCustomPropertyNode()

Protected function Virtual Const

void

 

GetExposableProperties

(
    TArray< FProperty* >& OutExpo...
)

Searches the instance class for properties that we can expose (public and BP visible)

Public function

void

 

GetInstancePinProperty

(
    const UClass* InOwnerInstanceC...,
    UEdGraphPin* InInputPin,
    FProperty*& OutProperty
)

Gets the property on InOwnerInstanceClass that corresponds to InInputPin.

Public function Const

FString

 

GetPinTargetVariableName

(
    const UEdGraphPin* InPin
)

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

Protected function

FText

 

GetPropertyTypeText

(
    FProperty* Property
)

Gets a property's type as FText (for UI)

Public function Const

UClass *

 

GetTargetClass()

Gets Target Class this properties to link.

Public function Virtual Const

UClass *

 

GetTargetSkeletonClass()

Helper used to get the skeleton class we are targeting.

Public function Virtual Const

ECheckBoxSta...

 

IsPropertyExposed

(
    FName PropertyName
)

If given property exposed on this node.

Protected function Virtual Const

bool

 

IsStructuralProperty

(
    FProperty* InProperty
)

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

Protected function Virtual Const

bool

 

NeedsToSpecifyValidTargetClass()

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

Public function

void

 

OnInstanceClassChanged

(
    IDetailLayoutBuilder* DetailBu...
)

User changed the instance class.

Public function Virtual

void

 

OnPropertyExposeAllCheckboxChanged

(
    ECheckBoxState NewState
)

User chose to expose, or unexpose all properties.

Public function Virtual

void

 

OnPropertyExposeCheckboxChanged

(
    ECheckBoxState NewState,
    FName PropertyName
)

User chose to expose, or unexpose a property.

Public function

void

 

OnStructuralPropertyChanged

(
    IDetailLayoutBuilder* DetailBu...
)

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

Protected function Virtual

void

 

RebuildExposedProperties()

Given a new class, rebuild the known property list (for tracking class changes and moving pins)

Overridden from UAnimGraphNode_Base

Name Description

Public function Virtual

void

 

CustomizeDetails

(
    IDetailLayoutBuilder& DetailBuilde...
)

Can customize details tab

Public function Virtual

void

 

ValidateAnimNodeDuringCompilation

(
    USkeleton* ForSkeleton,
    FCompilerResultsLog& MessageLog
)

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

Overridden from UK2Node

Name Description

Public function Virtual Const

bool

 

HasExternalDependencies

(
    TArray< class UStruct* >*...
)

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).

Public function Virtual

void

 

ReallocatePinsDuringReconstruction

(
    TArray< UEdGraphPin* >& OldPi...
)

Reallocate pins during reconstruction; by default ignores the old pins and calls AllocateDefaultPins() 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)

Overridden from UEdGraphNode

Name Description

Public function Virtual Const

UObject *...

 

GetJumpTargetForDoubleClick()

By default return any animation assets we have.

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