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| UObjectBase
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Module |
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Header |
/Engine/Source/Editor/AnimGraph/Public/AnimStateTransitionNode.h |
Include |
#include "AnimStateTransitionNode.h" |
class UAnimStateTransitionNode : public UAnimStateNodeBase
Name | Description | ||
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bAutomaticRuleBasedOnSequencePlayerInState |
Try setting the rule automatically based on most relevant player node's remaining time and the CrossfadeDuration of the transition, ignoring the internal time. |
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Bidirectional |
This transition can go both directions |
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BlendMode |
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TObjectPtr< UBl... |
BlendProfile |
The blend profile to use to evaluate this transition per-bone. |
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TObjectPtr< cla... |
BoundGraph |
The transition logic graph for this transition (returning a boolean) |
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bSharedCrossfade |
The cross-fade settings of this node may be shared |
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bSharedRules |
The rules for this transition may be shared with other transition nodes |
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float |
CrossfadeDuration |
The duration to cross-fade for. |
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TObjectPtr< UCu... |
CustomBlendCurve |
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TObjectPtr< cla... |
CustomTransitionGraph |
The animation graph for this transition if it uses custom blending (returning a pose) |
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TEnumAsByte< ET... |
LogicType |
What transition logic to use. |
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PriorityOrder |
The priority order of this transition. |
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SharedColor |
Color we draw in the editor as if we are shared |
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SharedCrossfadeGuid |
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SharedCrossfadeIdx |
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SharedCrossfadeName |
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SharedRulesGuid |
Shared rules guid useful when copying between different state machines |
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SharedRulesName |
What we call this transition if we are shared ('Transition X to Y' can't be used since its used in multiple places) |
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SyncGroupNameToRequireValidMarkersRule |
If SyncGroupName is specified, Transition will only be taken if the SyncGroup has valid markers (other transition rules still apply in addition to that). |
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TransitionEnd |
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TransitionInterrupt |
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TransitionStart |
Name | Description | |
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UAnimStateTransitionNode ( |
Name | Description | ||
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CopyCrossfadeSettings ( |
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CreateBoundGraph() |
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CreateConnections ( |
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CreateCustomTransitionGraph() |
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UEdGraph ... |
GetCustomTransitionGraph() |
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UAnimStateNo... |
GetNextState() |
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UAnimStateNo... |
GetPreviousState() |
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IsBoundGraphShared() |
Returns true if this nodes BoundGraph is shared with another node in the parent graph |
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IsReverseTrans ( |
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MakeCrossfadeShareable ( |
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MakeRulesShareable ( |
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PropagateCrossfadeSettings() |
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UnshareCrossade() |
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UnshareRules() |
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UseSharedCrossfade ( |
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UseSharedRules ( |
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ValidateBlendProfile() |
Validates any currently set blend profile, ensuring it's valid for the current skeleton |
Name | Description | ||
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ClearBoundGraph() |
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UEdGraph ... |
GetBoundGraph() |
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UEdGraphPin ... |
GetInputPin() |
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UEdGraphPin ... |
GetOutputPin() |
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GetStateName() |
Name | Description | ||
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AllocateDefaultPins() |
Allocate default pins for a given node, based only the NodeType, which should already be filled in. |
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CanDuplicateNode() |
Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph |
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DestroyNode() |
Destroy the specified node |
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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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GetNodeTitle ( |
Gets the name of this node, shown in title bar |
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GetNodeTitleColor() |
Gets the draw color of a node's title bar |
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GetSubGraphs() |
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GetTooltipText() |
Gets the tooltip to display when over the node |
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PinConnectionListChanged ( |
Called when the connection list of one of the pins of this node is changed in the editor |
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PostPasteNode() |
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor |
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PostPlacedNewNode() |
A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. |
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PrepareForCopying() |
Perform any steps necessary prior to copying a node into the paste buffer |
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ValidateNodeDuringCompilation ( |
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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TEnumAsByte< ET... |
CrossfadeMode_DEPRECATED |
The type of blending to use in the crossfade. |