UAnimStateNode

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Inheritance Hierarchy

References

Module

AnimGraph

Header

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

Include

#include "AnimStateNode.h"

Syntax

class UAnimStateNode : public UAnimStateNodeBase

Variables

Name Description

Public variable

bool

 

bAlwaysResetOnEntry

Whether or not this state will ALWAYS reset it's state on reentry, regardless of remaining weight.

Public variable

UEdGraph *

 

BoundGraph

The animation graph for this state.

Public variable

FAnimNotifyEven...

 

StateEntered

Public variable

FAnimNotifyEven...

 

StateFullyBlended

Public variable

FAnimNotifyEven...

 

StateLeft

Public variable

TEnumAsByte< EA...

 

StateType

The type of the contents of this state.

Constructors

Name Description

Public function

UAnimStateNode

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

UEdGraphPin ...

 

GetPoseSinkPinInsideState()

Overridden from UAnimStateNodeBase

Name Description

Public function Virtual

void

 

ClearBoundGraph()

Public function Virtual Const

UEdGraph ...

 

GetBoundGraph()

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.

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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