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Module |
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Header |
/Engine/Source/Editor/AnimGraph/Public/AnimStateNodeBase.h |
Include |
#include "AnimStateNodeBase.h" |
class UAnimStateNodeBase : public UEdGraphNode
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UAnimStateNodeBase ( |
Name | Description | ||
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ClearBoundGraph() |
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UAnimBluepri... |
GetAnimBlueprint() |
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UEdGraph ... |
GetBoundGraph() |
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GetDesiredNewNodeName() |
Name used as a seed when pasting nodes. |
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UEdGraphPin ... |
GetInputPin() |
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UEdGraphPin ... |
GetOutputPin() |
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GetStateName() |
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GetTransitionList ( |
Populates the OutTransitions array with a list of transition nodes connected to this state. |
Name | Description | ||
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CanCreateUnderSpecifiedSchema ( |
Determine if this node can be created under the specified schema |
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CanJumpToDefinition() |
Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call) |
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GetDocumentationLink() |
Gets the animation state node documentation link. |
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UObject *... |
GetJumpTargetForDoubleClick() |
Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin) |
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JumpToDefinition() |
Jump to the definition of this node (should only be called if CanJumpToDefinition() return true) |
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TSharedPtr< ... |
MakeNameValidator() |
Create a name validator for this node |
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OnRenameNode ( |
Called when this node is being renamed after a successful name validation |
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PostPasteNode() |
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor |