UAnimGraphNode_SkeletalControlBase

This is the base class for the 'source version' of all skeletal control animation graph nodes (nodes that manipulate the pose rather than playing animations to create a pose or blending between poses)

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

AnimGraph

Header

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

Include

#include "AnimGraphNode_SkeletalControlBase.h"

Syntax

class UAnimGraphNode_SkeletalControlBase : public UAnimGraphNode_Base

Remarks

This is the base class for the 'source version' of all skeletal control animation graph nodes (nodes that manipulate the pose rather than playing animations to create a pose or blending between poses)

Concrete subclasses should contain a member struct derived from FAnimNode_SkeletalControlBase

Constructors

Name Description

Public function

UAnimGraphNode_SkeletalControlBase

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function Virtual Const

FText

 

GetControllerDescription()

Returns the short descriptive name of the controller.

Public function

void

 

GetDefaultValue

(
    const FName PropName,
    FRotator& OutValue
)

Public function

void

 

GetDefaultValue

(
    const FName UpdateDefaultValueName,
    FVector& OutVec
)

Get literal value for vector

Protected function Virtual Const

const FAnimN...

 

GetNode()

Public function

ValueType

 

GetNodeValue

(
    const FName PropName,
    const ValueType& CompileNodeValue
)

Public function Const

bool

 

IsPinShown

(
    const FName PinName
)

Are we currently showing this pin

Public function

void

 

SetDefaultValue

(
    const FName InDefaultValueName,
    const FVector& InValue
)

Set literal value for FVector

Public function

void

 

SetDefaultValue

(
    const FName PropName,
    const FRotator& InValue
)

Public function

void

 

SetNodeValue

(
    const FName PropName,
    ValueType& CompileNodeValue,
    const ValueType& InValue
)

Overridden from UAnimGraphNode_Base

Name Description

Public function Virtual

void

 

CreateOutputPins()

Create any output pins necessary for this node.

Public function Virtual

void

 

CustomizeDetails

(
    IDetailLayoutBuilder& DetailBuilde...
)

Can customize details tab

Public function Virtual Const

void

 

CustomizePinData

(
    UEdGraphPin* Pin,
    FName SourcePropertyName,
    int32 ArrayIndex
)

Customize pin data based on the input

Public function Virtual Const

FString

 

GetNodeCategory()

Gets the menu category this node belongs in.

Public function Virtual

void

 

ValidateAnimNodePostCompile

(
    FCompilerResultsLog& MessageLog,
    UAnimBlueprintGeneratedClass* ...,
    int32 CompiledNodeIndex
)

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.

Overridden from UEdGraphNode

Name Description

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

Deprecated Functions

Name Description

Public function Virtual

int32

 

ChangeToNextWidgetMode

(
    const USkeletalMeshComponent* ...,
    int32 CurWidgetMode
)

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

Protected function

FQuat

 

ConvertCSRotationToBoneSpace

(
    const USkeletalMeshComponent* ...,
    FRotator& InCSRotator,
    FCSPose< FCompactHeapPose >& MeshB...,
    const FName& BoneName,
    const EBoneControlSpace Space
)

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

Protected function

FVector

 

ConvertCSVectorToBoneSpace

(
    const USkeletalMeshComponent* ...,
    FVector& InCSVector,
    FCSPose< FCompactHeapPose >& MeshB...,
    const FName& BoneName,
    const EBoneControlSpace Space
)

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

Protected function Const

void

 

ConvertToComponentSpaceTransform

(
    const USkeletalMeshComponent* ...,
    const FTransform& InTransform,
    FTransform& OutCSTransform,
    int32 BoneIndex,
    EBoneControlSpace Space
)

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

Protected function

FVector

 

ConvertWidgetLocation

(
    const USkeletalMeshComponent* ...,
    FCSPose< FCompactHeapPose >& InMes...,
    const FName& BoneName,
    const FVector& InLocation,
    const EBoneControlSpace Space
)

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

Public function Virtual

void

 

CopyNodeDataFrom

(
    const FAnimNode_Base* NewAnimN...
)

This function is deprecated and is no longer used

Public function Virtual

void

 

CopyNodeDataTo

(
    FAnimNode_Base* OutAnimNode
)

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

Public function Virtual

void

 

DeselectActor

(
    USkeletalMeshComponent* SkelCo...
)

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

Public function Virtual

void

 

DoRotation

(
    const USkeletalMeshComponent* ...,
    FRotator& Rotation,
    FAnimNode_Base* InOutAnimNode
)

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

Public function Virtual

void

 

DoScale

(
    const USkeletalMeshComponent* ...,
    FVector& Scale,
    FAnimNode_Base* InOutAnimNode
)

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

Public function Virtual

void

 

DoTranslation

(
    const USkeletalMeshComponent* ...,
    FVector& Drag,
    FAnimNode_Base* InOutAnimNode
)

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

Public function Virtual

FName

 

FindSelectedBone()

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

Public function Virtual

int32

 

GetWidgetCoordinateSystem

(
    const USkeletalMeshComponent* ...
)

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

Public function Virtual

FVector

 

GetWidgetLocation

(
    const USkeletalMeshComponent* ...,
    FAnimNode_SkeletalControlBase*...
)

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

Public function Virtual

int32

 

GetWidgetMode

(
    const USkeletalMeshComponent* ...
)

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

Public function Virtual

bool

 

IsActorClicked

(
    HActor* ActorHitProxy
)

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

Public function Virtual

void

 

MoveSelectActorLocation

(
    const USkeletalMeshComponent* ...,
    FAnimNode_SkeletalControlBase*...
)

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

Public function Virtual

void

 

ProcessActorClick

(
    HActor* ActorHitProxy
)

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

Public function Virtual

bool

 

SetWidgetMode

(
    const USkeletalMeshComponent* ...,
    int32 InWidgetMode
)

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

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss