UAnimStateTransitionNode

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Inheritance Hierarchy

References

Module

AnimGraph

Header

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

Include

#include "AnimStateTransitionNode.h"

Syntax

class UAnimStateTransitionNode : public UAnimStateNodeBase

Variables

Name Description

Public variable

bool

 

bAutomaticRuleBasedOnSequencePlayerInState

Try setting the rule automatically based on most relevant player node's remaining time and the CrossfadeDuration of the transition, ignoring the internal time.

Public variable

bool

 

Bidirectional

This transition can go both directions

Public variable

EAlphaBlendOpti...

 

BlendMode

Public variable

UBlendProfile &...

 

BlendProfile

The blend profile to use to evaluate this transition per-bone.

Public variable

UEdGraph *

 

BoundGraph

The transition logic graph for this transition (returning a boolean)

Public variable

bool

 

bSharedCrossfade

The cross-fade settings of this node may be shared

Public variable

bool

 

bSharedRules

The rules for this transition may be shared with other transition nodes

Public variable

float

 

CrossfadeDuration

The duration to cross-fade for.

Public variable

UCurveFloat ...

 

CustomBlendCurve

Public variable

UEdGraph *

 

CustomTransitionGraph

The animation graph for this transition if it uses custom blending (returning a pose)

Public variable

TEnumAsByte< ET...

 

LogicType

What transition logic to use.

Public variable

int32

 

PriorityOrder

The priority order of this transition.

Public variable

FLinearColor

 

SharedColor

Color we draw in the editor as if we are shared

Public variable

FGuid

 

SharedCrossfadeGuid

Public variable

int32

 

SharedCrossfadeIdx

Public variable

FString

 

SharedCrossfadeName

Public variable

FGuid

 

SharedRulesGuid

Shared rules guid useful when copying between different state machines

Public variable

FString

 

SharedRulesName

What we call this transition if we are shared ('Transition X to Y' can't be used since its used in multiple places)

Public variable

FAnimNotifyEven...

 

TransitionEnd

Public variable

FAnimNotifyEven...

 

TransitionInterrupt

Public variable

FAnimNotifyEven...

 

TransitionStart

Constructors

Name Description

Public function

UAnimStateTransitionNode

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

CopyCrossfadeSettings

(
    const UAnimStateTransitionNode*...
)

Protected function

void

 

CreateBoundGraph()

Public function

void

 

CreateConnections

(
    UAnimStateNodeBase* PreviousSt...,
    UAnimStateNodeBase* NextState
)

Protected function

void

 

CreateCustomTransitionGraph()

Public function Const

UEdGraph ...

 

GetCustomTransitionGraph()

Public function Const

UAnimStateNo...

 

GetNextState()

Public function Const

UAnimStateNo...

 

GetPreviousState()

Public function

bool

 

IsBoundGraphShared()

Returns true if this nodes BoundGraph is shared with another node in the parent graph

Public function

bool

 

IsReverseTrans

(
    const UAnimStateNodeBase* Node
)

Public function

void

 

MakeCrossfadeShareable

(
    FString ShareName
)

Public function

void

 

MakeRulesShareable

(
    FString ShareName
)

Public function

void

 

PropagateCrossfadeSettings()

Public function

void

 

UnshareCrossade()

Public function

void

 

UnshareRules()

Public function

void

 

UseSharedCrossfade

(
    const UAnimStateTransitionNode*...
)

Public function

void

 

UseSharedRules

(
    const UAnimStateTransitionNode*...
)

Public function

bool

 

ValidateBlendProfile()

Validates any currently set blend profile, ensuring it's valid for the current skeleton

Overridden from UAnimStateNodeBase

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 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

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

void

 

PinConnectionListChanged

(
    UEdGraphPin* Pin
)

Called when the connection list of one of the pins of this node is changed in the editor

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

void

 

PrepareForCopying()

Perform any steps necessary prior to copying a node into the paste buffer

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.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Deprecated Variables

Name Description

Public variable

TEnumAsByte< ET...

 

CrossfadeMode_DEPRECATED

The type of blending to use in the crossfade.

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