UAnimBlueprintExtension_PropertyAccess

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Inheritance Hierarchy

References

Module

AnimGraph

Header

/Engine/Source/Editor/AnimGraph/Public/AnimBlueprintExtension_PropertyAccess.h

Include

#include "AnimBlueprintExtension_PropertyAccess.h"

Syntax

class UAnimBlueprintExtension_PropertyAccess : public UAnimBlueprintExtension

Functions

Name Description

Public function

FPropertyAcc...

 

AddCopy

(
    TArrayView< FString > InSourcePath,
    TArrayView< FString > InDestPath,
    const FName& InContextId,
    UObject* InObject
)

Add a copy to the property access library we are compiling

Public function Static

bool

 

ContextRequiresCachedVariable

(
    FName InName
)

Whether a context name requires an auto-generated variable to be cached for an access.

Public function Const

void

 

ExpandPropertyAccess

(
    FKismetCompilerContext& InCompiler...,
    TArrayView< FString > InSourcePath,
    UEdGraph* InParentGraph,
    UEdGraphPin* InTargetPin
)

Expands a property access path to a pure chain of BP nodes.

Public function Const

FCompiledPro...

 

GetCompiledHandle

(
    FPropertyAccessHandle InHandle
)

Maps the initial copy handle to a true handle, post compilation.

Public function Static

FText

 

GetCompiledHandleContext

(
    FCompiledPropertyAccessHandle InHan...
)

Maps a compiled handle back to a human-readable context.

Public function Static

FText

 

GetCompiledHandleContextDesc

(
    FCompiledPropertyAccessHandle InHan...
)

Maps a compiled handle back to a human-readable context description.

Public function

FOnPostLibra...

 

OnPostLibraryCompiled()

Delegate called when the library is compiled (whether successfully or not)

Public function

FSimpleMulti...

 

OnPreLibraryCompiled()

Delegate called when the library is compiled (whether successfully or not)

Constants

Name

Description

ContextId_Automatic

Try to determine the context in which this property access can safely be performed.

ContextId_Batched_GameThreadPostEventGraph

Executed batched on the game thread after the event graph is run.

ContextId_Batched_GameThreadPreEventGraph

Executed batched on the game thread before the event graph is run.

ContextId_Batched_WorkerThreadPostEventGraph

Executed batched on the game thread after the event graph is run.

ContextId_Batched_WorkerThreadPreEventGraph

Executed batched on the game thread before the event graph is run.

ContextId_UnBatched_ThreadSafe

Can safely be executed on worker threads.

Deprecated Functions

Name Description

Public function

int32

 

AddCopy

(
    TArrayView< FString > InSourcePath,
    TArrayView< FString > InDestPath,
    EPropertyAccessBatchType InBatchTyp...,
    UObject* InObject
)

Please use AddCopy with a context ID

Public function Const

int32

 

MapCopyIndex

(
    int32 InIndex
)

Please use GetCompiledHandle