UAnimGraphNode_LinkedAnimLayer

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Inheritance Hierarchy

References

Module

AnimGraph

Header

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

Include

#include "AnimGraphNode_LinkedAnimLayer.h"

Syntax

class UAnimGraphNode_LinkedAnimLayer : public UAnimGraphNode_LinkedAnimGraphBase

Variables

Name Description

Public variable

FGuid

 

InterfaceGuid

Guid of the named layer graph we refer to

Public variable

FAnimNode_Linke...

 

Node

Protected variable

FDelegateHandle

 

SetObjectBeingDebuggedHandle

Handle used to hook into object being debugged changing.

Functions

Name Description

Protected function Const

FGuid

 

GetGuidForLayer()

Helper function to get the interface graph GUID currently in use by the selected layer.

Protected function Const

TSubclassOf<...

 

GetInterfaceForLayer()

Helper function to get the interface currently in use by the selected layer.

Protected function Const

FString

 

GetLayerName()

--UI CALLBACKS -- // Handlers for layer combo

Protected function

void

 

GetLayerNames

(
    TArray< TSharedPtr< FString >>& Ou...,
    TArray< TSharedPtr< SToolTip >>& O...,
    TArray< bool >& OutRestrictedItems
)

--UI CALLBACKS -- // Handlers for layer combo

Protected function Const

FAnimNode_Li...

 

GetPreviewNode()

Get the preview node, if any, when instanced in an animation blueprint and debugged.

Protected function

void

 

HandleInstanceChanged()

Protected function

void

 

HandleSetObjectBeingDebugged

(
    UObject* InDebugObj
)

Protected function Const

bool

 

HasAvailableLayers()

Protected function Const

bool

 

HasValidNonSelfLayer()

Protected function

void

 

OnLayerChanged

(
    IDetailLayoutBuilder* DetailBu...
)

Protected function

void

 

SetupFromLayerId

(
    FName InLayerId
)

Helper function to setup a newly spawned node.

Public function

void

 

UpdateGuidForLayer()

Optionally updates layer GUID if it is invalid.

Overridden from UAnimGraphNode_LinkedAnimGraphBase

Name Description

Protected function Virtual Const

FString

 

GetCurrentInstanceBlueprintPath()

Gets path to the currently selected instance class' blueprint.

Protected function Virtual

FAnimNode_Li...

 

GetLinkedAnimGraphNode()

Begin UAnimGraphNode_LinkedAnimGraphBase.

Protected function Virtual Const

const FAnimN...

 

GetLinkedAnimGraphNode()

Protected function Virtual Const

bool

 

OnShouldFilterInstanceBlueprint

(
    const FAssetData& AssetData
)

Filter callback for blueprints (only accept matching skeletons/interfaces)

Overridden from UAnimGraphNode_CustomProperty

Name Description

Protected function Virtual Const

const FAnimN...

 

GetCustomPropertyNode()

Protected function Virtual

FAnimNode_Cu...

 

GetCustomPropertyNode()

Begin UAnimGraphNode_CustomProperty.

Protected 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.

Overridden from UAnimGraphNode_Base

Name Description

Protected function Virtual

void

 

CreateCustomPins

(
    TArray< UEdGraphPin* >* O...
)

Override point to create custom pins

Public function Virtual

void

 

CustomizeDetails

(
    IDetailLayoutBuilder& DetailBuilde...
)

Can customize details tab

Protected 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

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

void

 

GetMenuActions

Replacement for GetMenuEntries().

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).

Public function Virtual

bool

 

IsActionFilteredOut

(
    FBlueprintActionFilter const& Filt...
)

Determine if the node of this type should be filtered in the actions menu

Overridden from UEdGraphNode

Name Description

Public function Virtual Const

FSlateIcon

 

GetIconAndTint

(
    FLinearColor& OutColor
)

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

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

void

 

ReconstructNode()

Refresh the connectors on a node, preserving as many connections as it can.

Overridden from UObject

Name Description

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.