UAnimBlueprintGeneratedClass

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Animation/AnimBlueprintGeneratedClass.h

Include

#include "Animation/AnimBlueprintGeneratedClass.h"

Syntax

class UAnimBlueprintGeneratedClass :
    public UBlueprintGeneratedClass,
    public IAnimClassInterface

Variables

Name Description

Public variable

FAnimBlueprintD...

 

AnimBlueprintDebugData

Public variable

TArray< FAnimBl...

 

AnimBlueprintFunctions

The various anim functions that this class holds (created during GenerateAnimationBlueprintFunctions)

Public variable

TArray< FStruct...

 

AnimNodeProperties

The arrays of anim nodes; this is transient generated data (created during Link)

Public variable

TArray< FAnimNo...

 

AnimNotifies

A list of anim notifies that state machines (or anything else) may reference

Public variable

TArray< FBakedA...

 

BakedStateMachines

List of state machines present in this blueprint class.

Public variable

TArray< FStruct...

 

DynamicResetNodeProperties

Public variable

TArray< FExpose...

 

EvaluateGraphExposedInputs

The default handler for graph-exposed inputs.

Public variable

TMap< FName, FG...

 

GraphAssetPlayerInformation

Indices for any Asset Player found within a specific (named) Anim Layer Graph, or implemented Anim Interface Graph.

Public variable

TMap< FName, FA...

 

GraphBlendOptions

Per layer graph blending options.

Public variable

TArray< FStruct...

 

InitializationNodeProperties

Public variable

TArray< FStruct...

 

LinkedAnimGraphNodeProperties

Public variable

TArray< FStruct...

 

LinkedAnimLayerNodeProperties

Public variable

TMap< FName, FC...

 

OrderedSavedPoseIndicesMap

Indices for each of the saved pose nodes that require updating, in the order they need to get updates, per layer.

Public variable

TArray< FStruct...

 

PreUpdateNodeProperties

Public variable

TArray< FStruct...

 

StateMachineNodeProperties

Public variable

TArray< FName >

 

SyncGroupNames

Array of sync group names in the order that they are requested during compile.

Public variable

USkeleton *

 

TargetSkeleton

Target skeleton for this blueprint class

Constructors

Name Description

Public function

UAnimBlueprintGeneratedClass

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

GenerateAnimationBlueprintFunctions()

Populates AnimBlueprintFunctions according to the UFunction(s) on this class.

Public function

FAnimBluepri...

 

GetAnimBlueprintDebugData()

Public function

int32

 

GetLinkIDForNode

(
    UAnimGraphNode_Base* Node,
    EPropertySearchMode::Type SearchMod...
)

Public function

const int32 ...

 

GetNodePropertyIndex

(
    UAnimGraphNode_Base* Node,
    EPropertySearchMode::Type SearchMod...
)

Public function

const int32 ...

 

GetNodePropertyIndexFromGuid

(
    FGuid Guid,
    EPropertySearchMode::Type SearchMod...
)

Public function

const int32 ...

 

GetNodePropertyIndexFromHierarchy

(
    UAnimGraphNode_Base* Node
)

Public function

FStructPrope...

 

GetPropertyForNode

(
    UAnimGraphNode_Base* Node,
    EPropertySearchMode::Type SearchMod...
)

Public function

StructType &...

 

GetPropertyInstance

(
    UObject* Object,
    UAnimGraphNode_Base* Node,
    EPropertySearchMode::Type SearchMod...
)

Public function

StructType &...

 

GetPropertyInstance

(
    UObject* Object,
    FGuid NodeGuid,
    EPropertySearchMode::Type SearchMod...
)

Public function

StructType &

 

GetPropertyInstanceChecked

(
    UObject* Object,
    UAnimGraphNode_Base* Node,
    EPropertySearchMode::Type SearchMod...
)

Public function Const

const UEdGra...

 

GetVisualNodeFromNodePropertyIndex

(
    int32 PropertyIndex
)

Public function

void

 

LinkFunctionsToDefaultObjectNodes

(
    UObject* DefaultObject
)

Called after Link to patch up references to the nodes in the CDO.

Overridden from UClass

Name Description

Public function Virtual Const

uint8 *

 

GetPersistentUberGraphFrame

(
    UObject* Obj,
    UFunction* FuncToCheck
)

Returns memory used to store temporary data on an instance, used by blueprints

Public function Virtual

void

 

PostLoadDefaultObject

(
    UObject* Object
)

Wraps the PostLoad() call for the class default object.

Public function Virtual

void

 

PurgeClass

(
    bool bRecompilingOnLoad
)

Purges out the properties of this class in preparation for it to be regenerated

Overridden from UStruct

Name Description

Public function Virtual

void

 

Link

(
    FArchive& Ar,
    bool bRelinkExistingProperties
)

Creates the field/property links and gets structure ready for use at runtime

Overridden from UObject

Name Description

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.

Overridden from IAnimClassInterface

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