UAnimGraphNode_SkeletalControlBase

This is the base class for the 'source version' of all skeletal control animation graph nodes (nodes that manipulate the pose rather than playing animations to create a pose or blending between poses)

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Inheritance Hierarchy

References

Module

AnimGraph

Header

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

Include

#include "AnimGraphNode_SkeletalControlBase.h"

Syntax

class UAnimGraphNode_SkeletalControlBase : public UAnimGraphNode_Base

Remarks

This is the base class for the 'source version' of all skeletal control animation graph nodes (nodes that manipulate the pose rather than playing animations to create a pose or blending between poses)

Concrete subclasses should contain a member struct derived from FAnimNode_SkeletalControlBase

Constructors

Name Description

Public function

UAnimGraphNode_SkeletalControlBase

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function Virtual Const

FText

 

GetControllerDescription()

Returns the short descriptive name of the controller.

Public function

void

 

GetDefaultValue

(
    const FName PropName,
    FRotator& OutValue
)

Public function

void

 

GetDefaultValue

(
    const FName UpdateDefaultValueName,
    FVector& OutVec
)

Get literal value for vector

Protected function Virtual Const

const FAnimN...

 

GetNode()

Public function

ValueType

 

GetNodeValue

(
    const FName PropName,
    const ValueType& CompileNodeValue
)

Public function Const

bool

 

IsPinShown

(
    const FName PinName
)

Are we currently showing this pin

Public function

void

 

SetDefaultValue

(
    const FName InDefaultValueName,
    const FVector& InValue
)

Set literal value for FVector

Public function

void

 

SetDefaultValue

(
    const FName PropName,
    const FRotator& InValue
)

Public function

void

 

SetNodeValue

(
    const FName PropName,
    ValueType& CompileNodeValue,
    const ValueType& InValue
)

Overridden from UAnimGraphNode_Base

Name Description

Public function Virtual

void

 

CreateOutputPins()

Create any output pins necessary for this node.

Public function Virtual

void

 

CustomizeDetails

(
    IDetailLayoutBuilder& DetailBuilde...
)

Can customize details tab

Public function Virtual Const

void

 

CustomizePinData

(
    UEdGraphPin* Pin,
    FName SourcePropertyName,
    int32 ArrayIndex
)

Customize pin data based on the input

Public function Virtual Const

FString

 

GetNodeCategory()

Gets the menu category this node belongs in.

Public function Virtual

void

 

ValidateAnimNodePostCompile

(
    FCompilerResultsLog& MessageLog,
    UAnimBlueprintGeneratedClass* ...,
    int32 CompiledNodeIndex
)

Gives each visual node a chance to validate that they are still valid in the context of the compiled class, giving a last shot at error or warning generation after primary compilation is finished.

Overridden from UEdGraphNode

Name Description

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

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Deprecated Functions

Name Description

Public function Virtual

int32

 

ChangeToNextWidgetMode

(
    const USkeletalMeshComponent* ...,
    int32 CurWidgetMode
)

This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

Protected function

FQuat

 

ConvertCSRotationToBoneSpace

(
    const USkeletalMeshComponent* ...,
    FRotator& InCSRotator,
    FCSPose< FCompactHeapPose >& MeshB...,
    const FName& BoneName,
    const EBoneControlSpace Space
)

This function is moved to FAnimNodeEditMode. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

Protected function

FVector

 

ConvertCSVectorToBoneSpace

(
    const USkeletalMeshComponent* ...,
    FVector& InCSVector,
    FCSPose< FCompactHeapPose >& MeshB...,
    const FName& BoneName,
    const EBoneControlSpace Space
)

This function is moved to FAnimNodeEditMode. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

Protected function Const

void

 

ConvertToComponentSpaceTransform

(
    const USkeletalMeshComponent* ...,
    const FTransform& InTransform,
    FTransform& OutCSTransform,
    int32 BoneIndex,
    EBoneControlSpace Space
)

This function is moved to FAnimNodeEditMode. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

Protected function

FVector

 

ConvertWidgetLocation

(
    const USkeletalMeshComponent* ...,
    FCSPose< FCompactHeapPose >& InMes...,
    const FName& BoneName,
    const FVector& InLocation,
    const EBoneControlSpace Space
)

This function is moved to FAnimNodeEditMode. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

Public function Virtual

void

 

CopyNodeDataFrom

(
    const FAnimNode_Base* NewAnimN...
)

This function is deprecated and is no longer used

Public function Virtual

void

 

CopyNodeDataTo

(
    FAnimNode_Base* OutAnimNode
)

This function is deprecated and is no longer used, please use CopyNodeDataToPreviewNode

Public function Virtual

void

 

DeselectActor

(
    USkeletalMeshComponent* SkelCo...
)

This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

Public function Virtual

void

 

DoRotation

(
    const USkeletalMeshComponent* ...,
    FRotator& Rotation,
    FAnimNode_Base* InOutAnimNode
)

This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

Public function Virtual

void

 

DoScale

(
    const USkeletalMeshComponent* ...,
    FVector& Scale,
    FAnimNode_Base* InOutAnimNode
)

This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

Public function Virtual

void

 

DoTranslation

(
    const USkeletalMeshComponent* ...,
    FVector& Drag,
    FAnimNode_Base* InOutAnimNode
)

This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

Public function Virtual

FName

 

FindSelectedBone()

This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

Public function Virtual

int32

 

GetWidgetCoordinateSystem

(
    const USkeletalMeshComponent* ...
)

This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

Public function Virtual

FVector

 

GetWidgetLocation

(
    const USkeletalMeshComponent* ...,
    FAnimNode_SkeletalControlBase*...
)

This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

Public function Virtual

int32

 

GetWidgetMode

(
    const USkeletalMeshComponent* ...
)

This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

Public function Virtual

bool

 

IsActorClicked

(
    HActor* ActorHitProxy
)

This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

Public function Virtual

void

 

MoveSelectActorLocation

(
    const USkeletalMeshComponent* ...,
    FAnimNode_SkeletalControlBase*...
)

This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

Public function Virtual

void

 

ProcessActorClick

(
    HActor* ActorHitProxy
)

This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID

Public function Virtual

bool

 

SetWidgetMode

(
    const USkeletalMeshComponent* ...,
    int32 InWidgetMode
)

This function is deprecated. Use a IAnimNodeEditMode-derived class to implement a new editor mode and override GetEditorMode to return its ID