UAnimGraphNode_CustomProperty

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Inheritance Hierarchy

References

Module

AnimGraph

Header

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

Include

#include "AnimGraphNode_CustomProperty.h"

Syntax

class UAnimGraphNode_CustomProperty :
    public UAnimGraphNode_Base,
    public IClassVariableCreator

Variables

Name Description

Protected variable

TArray< FOption...

 

CustomPinProperties

Exposed pin data for custom properties

Functions

Name Description

Public function

void

 

AddSourceTargetProperties

(
    const FName& InSourcePropertyName,
    const FName& InTargetPropertyName
)

Add Source and Target Properties - Check FAnimNode_CustomProperty.

Protected function Virtual Const

const FAnimN...

 

GetCustomPropertyNode()

Protected function Virtual

FAnimNode_Cu...

 

GetCustomPropertyNode()

Internal node accessor

Public function

void

 

GetInstancePinProperty

(
    const IAnimBlueprintCompilationCont...,
    UEdGraphPin* InInputPin,
    FProperty*& OutProperty
)

Gets the property on InOwnerInstanceClass that corresponds to InInputPin.

Public function Const

FString

 

GetPinTargetVariableName

(
    const UEdGraphPin* InPin
)

Gets the unique name for the property linked to a given pin.

Public function Const

FString

 

GetPinTargetVariableName

(
    FName InPinName
)

Gets the unique name for the property linked to a given pin name.

Protected function

FText

 

GetPropertyTypeText

(
    FProperty* Property
)

Gets a property's type as FText (for UI)

Public function Const

UClass *

 

GetTargetClass()

Gets Target Class this properties to link.

Public function Virtual Const

UClass *

 

GetTargetSkeletonClass()

Helper used to get the skeleton class we are targeting.

Protected function Virtual Const

bool

 

IsStructuralProperty

(
    FProperty* InProperty
)

Check whether the specified property is structural (i.e. should we rebuild the UI if it changes)

Protected function Virtual Const

bool

 

NeedsToSpecifyValidTargetClass()

Whether this node needs a valid target class up-front.

Public function

void

 

OnInstanceClassChanged

(
    IDetailLayoutBuilder* DetailBu...
)

User changed the instance class.

Public function

void

 

OnStructuralPropertyChanged

(
    IDetailLayoutBuilder* DetailBu...
)

--UI CALLBACKS -- // User changed the instance class etc.

Protected function

void

 

SetCustomPinVisibility

(
    bool bInVisible,
    int32 InOptionalPinIndex
)

Sets the visibility of the specified pin, reconstructs the node if it changes.

Overridden from UAnimGraphNode_Base

Name Description

Public function Virtual

void

 

CreateCustomPins

(
    TArray< UEdGraphPin* >* O...
)

Override point to create custom pins

Public function Virtual

void

 

CustomizeDetails

(
    IDetailLayoutBuilder& DetailBuilde...
)

Can customize details tab

Public function Virtual Const

bool

 

GetPinBindingInfo

(
    FName InPinName,
    FName& OutBindingName,
    FProperty*& OutPinProperty,
    int32& OutOptionalPinIndex
)

Get the pin binding info for the supplied pin

Public function Virtual Const

FProperty &#...

 

GetPinProperty

(
    FName InPinName
)

Get the property corresponding to a pin. For array element pins returns the outer array property. Returns null if a property cannot be found.

Public function Virtual Const

bool

 

HasBinding

(
    FName InPropertyName
)

Check whether the specified property is bound via PropertyBindings.

Public function Virtual Const

bool

 

IsPinBindable

(
    const UEdGraphPin* InPin
)

Check whether the named pin is bindable.

Public function Virtual

void

 

OnCopyTermDefaultsToDefaultObject

Override point for CopyTermDefaultsToDefaultObject Copy this node's data during the last phase of compilation where term defaults are copied to the new CDO

Public function Virtual

void

 

OnProcessDuringCompilation

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

Public function Virtual

void

 

ValidateAnimNodeDuringCompilation

(
    USkeleton* ForSkeleton,
    FCompilerResultsLog& MessageLog
)

Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

Overridden from UK2Node

Name Description

Public function Virtual Const

bool

 

HasExternalDependencies

(
    TArray< class UStruct* >*...
)

Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).

Overridden from UEdGraphNode

Name Description

Public function Virtual Const

UObject *...

 

GetJumpTargetForDoubleClick()

By default return any animation assets we have.

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

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

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Overridden from IClassVariableCreator

Name Description

Public function Virtual

void

 

CreateClassVariablesFromBlueprint

Implement this in a graph node and the anim BP compiler will call this expecting to generate class variables.

Deprecated Variables

Name Description

Protected variable

TArray< FName >

 

ExposedPropertyNames_DEPRECATED

Names of properties the user has chosen to expose. Deprecated, use CustomPinProperties instead.

Protected variable

TArray< FName >

 

KnownExposableProperties_DEPRECATED

List of property names we know to exist on the target class, so we can detect when Properties are added or removed on reconstruction Deprecated, use CustomPinProperties instead.