UAnimationGraphSchema

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

References

Module

AnimGraph

Header

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

Include

#include "AnimationGraphSchema.h"

Syntax

class UAnimationGraphSchema : public UEdGraphSchema_K2

Variables

Name Description

Public variable

FName

 

DefaultEvaluationHandlerName

Public variable

FName

 

NAME_AlwaysAsPin

Public variable

FName

 

NAME_CustomizeProperty

Public variable

FName

 

NAME_NeverAsPin

Public variable

FName

 

NAME_OnEvaluate

Public variable

FName

 

NAME_PinHiddenByDefault

Public variable

FName

 

NAME_PinShownByDefault

Public variable

FString

 

PN_SequenceName

Common PinNames.

Constructors

Name Description

Public function

UAnimationGraphSchema

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static

void

 

AutoArrangeInterfaceGraph

(
    UEdGraph& Graph
)

Auto-arranges a graph's inputs and outputs. Does nothing to nodes that are not roots or inputs

Public function Static

void

 

ConformAnimGraphToInterface

(
    UBlueprint* InBlueprint,
    UEdGraph& InGraph,
    UFunction* InFunction
)

Conforms an anim graph to an interface function

Public function Static

void

 

ConformAnimLayersByGuid

(
    const UAnimBlueprint* InAnimBl...,
    const FBPInterfaceDescription& Cur...
)

Conforms anim layer nodes to an interface desc by GUID

Public function Static

FVector2D

 

GetPositionForNewLinkedInputPoseNode

(
    UEdGraph& InGraph
)

Find a position for a newly created linked input pose

Public function Static

bool

 

IsComponentSpacePosePin

(
    const FEdGraphPinType& PinType
)

Checks to see whether the passed-in pin type is a component space pose pin

Public function Static

bool

 

IsLocalSpacePosePin

(
    const FEdGraphPinType& PinType
)

Checks to see whether the passed-in pin type is a local space pose pin

Public function Static

bool

 

IsPosePin

(
    const FEdGraphPinType& PinType
)

Checks to see whether the passed-in pin type is a pose pin (local or component space)

Public function Static

TSharedPtr< ...

 

MakeBindingWidgetForPin

(
    const TArray< UAnimGraphNode_Base&...,
    FName InPinName,
    bool bInOnGraphNode,
    TAttribute< bool > bInIsEnabled
)

Create a binding widget for the specified named pin on the specified anim graph nodes

Public function Static

FEdGraphPinT...

 

MakeComponentSpacePosePin()

Makes a component space pose pin type

Public function Static

FEdGraphPinT...

 

MakeLocalSpacePosePin()

Makes a local space pose pin type

Public function Static

void

 

SpawnNodeFromAsset

(
    UAnimationAsset* Asset,
    const FVector2D& GraphPosition,
    UEdGraph* Graph,
    UEdGraphPin* PinIfAvailable
)

Spawn the correct node in the Animation Graph using the given AnimationAsset at the supplied location

Public function Static

void

 

SpawnRigidBodyNodeFromAsset

(
    UPhysicsAsset* Asset,
    const FVector2D& GraphPosition,
    UEdGraph* Graph
)

Spawn a rigid body node if we drop a physics asset on the graph

Public function Static

void

 

UpdateNodeWithAsset

(
    UK2Node* K2Node,
    UAnimationAsset* Asset
)

Update the specified node to a new asset

Overridden from UEdGraphSchema_K2

Name Description

Public function Virtual Const

void

 

CreateFunctionGraphTerminators

(
    UEdGraph& Graph,
    UClass* Class
)

Populate new function graph with entry and possibly return node

Public function Virtual Const

const FPinCo...

 

DetermineConnectionResponseOfCompatibleTypedPins

(
    const UEdGraphPin* PinA,
    const UEdGraphPin* PinB,
    const UEdGraphPin* InputPin,
    const UEdGraphPin* OutputPin
)

Returns the connection response for connecting PinA to PinB, which have already been determined to be compatible types with a compatible direction.

Public function Virtual Const

bool

 

DoesSupportAnimNotifyActions()

Some inherited schemas don't want anim-notify actions listed, so this is an easy way to check that

Public function Virtual Const

bool

 

DoesSupportEventDispatcher()

Determine if this graph supports event dispatcher

Public function Virtual Const

bool

 

SearchForAutocastFunction

(
    const FEdGraphPinType& OutputPinTy...,
    const FEdGraphPinType& InputPinTyp...,
    FName& TargetFunction,
    UClass*& FunctionOwner
)

Find an appropriate function to call to perform an automatic cast operation

Overridden from UEdGraphSchema

Name Description

Public function Virtual Const

bool

 

ArePinsCompatible

(
    const UEdGraphPin* PinA,
    const UEdGraphPin* PinB,
    const UClass* CallingContext,
    bool bIgnoreArray
)

Returns true if the types and directions of two pins are schema compatible.

Public function Virtual Const

FReply

 

BeginGraphDragAction

(
    TSharedPtr< FEdGraphSchemaAction > ...,
    const FPointerEvent& MouseEvent
)

Begins a drag and drop action to drag a graph action into another graph

Public function Virtual Const

bool

 

CanDuplicateGraph

(
    UEdGraph* InSourceGraph
)

Can this graph type be duplicated?

Public function Virtual Const

bool

 

CanGraphBeDropped

(
    TSharedPtr< FEdGraphSchemaAction > ...
)

Can the function graph be dropped into another graph

Public function Virtual Const

bool

 

CanShowDataTooltipForPin

(
    const UEdGraphPin& Pin
)

Checks to see if a pin supports Pin Value Inspection Tooltips

Public function Virtual Const

bool

 

CreateAutomaticConversionNodeAndConnections

(
    UEdGraphPin* A,
    UEdGraphPin* B
)

Try to create an automatic cast or other conversion node node to facilitate a connection between two pins.

Public function Virtual Const

void

 

CreateDefaultNodesForGraph

(
    UEdGraph& Graph
)

Populate new graph with any default nodes

Public function Virtual Const

void

 

DroppedAssetsOnGraph

(
    const TArray< FAssetData >& Assets,
    const FVector2D& GraphPosition,
    UEdGraph* Graph
)

Called when asset(s) are dropped onto a graph background.

Public function Virtual Const

void

 

DroppedAssetsOnNode

(
    const TArray< FAssetData >& Assets,
    const FVector2D& GraphPosition,
    UEdGraphNode* Node
)

Called when asset(s) are dropped onto the specified node

Public function Virtual Const

void

 

DroppedAssetsOnPin

(
    const TArray< FAssetData >& Assets,
    const FVector2D& GraphPosition,
    UEdGraphPin* Pin
)

Called when asset(s) are dropped onto the specified pin

Public function Virtual Const

void

 

GetAssetsGraphHoverMessage

(
    const TArray< FAssetData >& Assets,
    const UEdGraph* HoverGraph,
    FString& OutTooltipText,
    bool& OutOkIcon
)

Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified graph

Public function Virtual Const

void

 

GetAssetsNodeHoverMessage

(
    const TArray< FAssetData >& Assets,
    const UEdGraphNode* HoverNode,
    FString& OutTooltipText,
    bool& OutOkIcon
)

Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified node

Public function Virtual Const

void

 

GetAssetsPinHoverMessage

(
    const TArray< FAssetData >& Assets,
    const UEdGraphPin* HoverPin,
    FString& OutTooltipText,
    bool& OutOkIcon
)

Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified pin

Public function Virtual Const

void

 

GetContextMenuActions

(
    UToolMenu* Menu,
    UGraphNodeContextMenuContext* ...
)

Gets actions that should be added to the right-click context menu for a node or pin

Public function Virtual Const

void

 

GetGraphDisplayInformation

(
    const UEdGraph& Graph,
    FGraphDisplayInfo& DisplayInfo
)

Gets display information for a graph

Public function Virtual Const

EGraphType

 

GetGraphType

(
    const UEdGraph* TestEdGraph
)

Public function Virtual Const

FText

 

GetPinDisplayName

(
    const UEdGraphPin* Pin
)

Get the name to show in the editor

Public function Virtual Const

FLinearColor

 

GetPinTypeColor

(
    const FEdGraphPinType& PinType
)

Gets the draw color of a pin based on it's type.

Public function Virtual Const

void

 

HandleGraphBeingDeleted

(
    UEdGraph& GraphBeingRemoved
)

Handle a graph being removed by the user (potentially removing associated bound nodes, etc...)

Public function Virtual Const

bool

 

ShouldAlwaysPurgeOnModification()

When a node is removed, this method determines whether we should remove it immediately or use the old (slower) code path that results in all node being recreated:

Public function Virtual Const

bool

 

TryCreateConnection

(
    UEdGraphPin* A,
    UEdGraphPin* B
)

Try to make a connection between two pins.

Deprecated Functions

Name Description

Public function Static

FVector2D

 

GetPositionForNewSubInputNode

(
    UEdGraph& InGraph
)

Function renamed, please use GetPositionForNewLinkedInputPoseNode