UAnimStateConduitNode

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Inheritance Hierarchy

References

Module

AnimGraph

Header

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

Include

#include "AnimStateConduitNode.h"

Syntax

class UAnimStateConduitNode : public UAnimStateNodeBase

Variables

Name Description

Public variable

UEdGraph *

 

BoundGraph

The transition graph for this conduit; it's a logic graph, not an animation graph.

Constructors

Name Description

Public function

UAnimStateConduitNode

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UAnimStateNodeBase

Name Description

Public function Virtual

void

 

ClearBoundGraph()

Public function Virtual Const

UEdGraph ...

 

GetBoundGraph()

Public function Virtual Const

FString

 

GetDesiredNewNodeName()

Name used as a seed when pasting nodes.

Public function Virtual Const

UEdGraphPin ...

 

GetInputPin()

Public function Virtual Const

UEdGraphPin ...

 

GetOutputPin()

Public function Virtual Const

FString

 

GetStateName()

Public function Virtual

void

 

GetTransitionList

(
    TArray< class UAnimStateTransitionN...,
    bool bWantSortedList
)

Populates the OutTransitions array with a list of transition nodes connected to this state.

Overridden from UEdGraphNode

Name Description

Public function Virtual

void

 

AllocateDefaultPins()

Allocate default pins for a given node, based only the NodeType, which should already be filled in.

Public function Virtual

void

 

AutowireNewNode

(
    UEdGraphPin* FromPin
)

Autowire a newly created node.

Public function Virtual Const

bool

 

CanDuplicateNode()

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

Public function Virtual

void

 

DestroyNode()

Destroy the specified node

Public function Virtual Const

FText

 

GetNodeTitle

(
    ENodeTitleType::Type TitleType
)

Gets the name of this node, shown in title bar

Public function Virtual Const

FText

 

GetTooltipText()

Gets the tooltip to display when over the node

Public function Virtual

void

 

PostPasteNode()

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

Public function Virtual

void

 

PostPlacedNewNode()

A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called.

Public function Virtual Const

void

 

ValidateNodeDuringCompilation

(
    FCompilerResultsLog& MessageLog
)

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

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