UAnimGraphNode_LinkedAnimGraphBase

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Inheritance Hierarchy

References

Module

AnimGraph

Header

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

Include

#include "AnimGraphNode_LinkedAnimGraphBase.h"

Syntax

class UAnimGraphNode_LinkedAnimGraphBase : public UAnimGraphNode_CustomProperty

Functions

Name Description

Protected function

void

 

GenerateExposedPinsDetails

(
    IDetailLayoutBuilder& DetailBuilde...
)

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

Protected function Virtual Const

FString

 

GetCurrentInstanceBlueprintPath()

Gets path to the currently selected instance class' blueprint.

Public function Virtual

FAnimNode_Li...

 

GetLinkedAnimGraphNode()

Node accessor.

Public function Virtual Const

const FAnimN...

 

GetLinkedAnimGraphNode()

Protected function

bool

 

HasInstanceLoop()

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

Protected function Static

bool

 

HasInstanceLoop_Recursive

(
    UAnimGraphNode_LinkedAnimGraphBase ...,
    TArray< FGuid >& VisitedNodes,
    TArray< FGuid >& NodeStack
)

Finds out whether there is a loop in the graph formed by linked instances from CurrNode, used by HasInstanceLoop.

Protected function

void

 

OnSetInstanceBlueprint

(
    const FAssetData& AssetData,
    IDetailLayoutBuilder* InDetail...
)

Instance blueprint was changed by user.

Protected function Virtual Const

bool

 

OnShouldFilterInstanceBlueprint

(
    const FAssetData& AssetData
)

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

Overridden from UAnimGraphNode_CustomProperty

Name Description

Public function Virtual Const

bool

 

IsStructuralProperty

(
    FProperty* InProperty
)

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

Overridden from UAnimGraphNode_Base

Name Description

Public function Virtual

void

 

CustomizeDetails

(
    IDetailLayoutBuilder& DetailBuilde...
)

Can customize details tab

Public function Virtual

FPoseLinkMap...

 

GetLinkIDLocation

(
    const UScriptStruct* NodeType,
    UEdGraphPin* SourcePin
)

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

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

FText

 

GetNodeTitle

(
    ENodeTitleType::Type TitleType
)

Gets the name of this node, shown in title bar

Public function Virtual Const

FLinearColor

 

GetNodeTitleColor()

Gets the draw color of a node's title bar

Public function Virtual Const

FText

 

GetTooltipText()

Gets the tooltip to display when over the node

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

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