UAnimGraphNode_StateMachineBase

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

AnimGraph

Header

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

Include

#include "AnimGraphNode_StateMachineBase.h"

Syntax

class UAnimGraphNode_StateMachineBase : public UAnimGraphNode_Base

Variables

Name Description

Public variable

UAnimationState...

 

EditorStateMachineGraph

Editor state machine representation.

Constructors

Name Description

Public function

UAnimGraphNode_StateMachineBase

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual

FAnimNode_St...

 

GetNode()

Interface for derived classes to implement.

Public function

FString

 

GetStateMachineName()

Overridden from UAnimGraphNode_Base

Name Description

Public function Virtual Const

FString

 

GetNodeCategory()

Gets the menu category this node belongs in.

Public function Virtual

void

 

OnProcessDuringCompilation

Process this node's data during compilation (override point)

Overridden from UEdGraphNode

Name Description

Public function Virtual

void

 

DestroyNode()

Destroy the specified node

Public function Virtual Const

FString

 

GetDocumentationLink()

Returns the link used for external documentation for the graph node

Public function Virtual Const

UObject *...

 

GetJumpTargetForDoubleClick()

By default return any animation assets we have.

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

Public function Virtual Const

void

 

JumpToDefinition()

Jump to the definition of this node (should only be called if CanJumpToDefinition() return true)

Public function Virtual Const

TSharedPtr< ...

 

MakeNameValidator()

Create a name validator for this node

Public function Virtual

void

 

OnRenameNode

(
    const FString& NewName
)

Called when this node is being renamed after a successful name validation

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.

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