description: Get the debug data for the currently-compiled class.

code: [FBlueprintDebugData](API\Runtime\Engine\Engine\FBlueprintDebugData) & GetBlueprintDebugData() const


description: Deprecated* Exposed value handlers are no longer accessible via this method. Access them via UAnimBlueprintExtension_Base.

module: AnimGraph

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FExposedValueHandler](API\Runtime\Engine\Animation\FExposedValueHandler) > & GetExposedValueHandlers() const


description: Get the currently-compiled classes graph asset player information.

code: [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FGraphAssetPlayerInformation](API\Runtime\Engine\Animation\FGraphAssetPlayerInformation) > & GetGraphAssetPlayerInformation() const


description: Get the saved pose indices map data for the currently-compiled class.

code: [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FCachedPoseIndices](API\Runtime\Engine\Animation\FCachedPoseIndices) > & GetOrderedSavedPoseIndicesMap() const


description: Deprecated* Property access library is no longer accessible via this method. Access it viaUAnimBlueprintExtension_PropertyAccess.

code: virtual [FPropertyAccessLibrary](API\Runtime\Engine\FPropertyAccessLibrary) & GetPropertyAccessLibrary() const


description: Interface to the writable parts of the generated class that handlers can operate on


description: Get the CDO that we are writing to.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetClassDefaultObject() const


description: Get the destination node cast to the correct type.

code: template<typename NodeType> NodeType & GetDestinationNode() const


description: Get the CDO that we are writing to.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetClassDefaultObjectImpl() const


description: Get the destination ptr (the node) that we are writing to.

code: uint8 * GetDestinationPtr() const


code: uint8 * GetDestinationPtrImpl() const


description: Get the property index for this node.

code: int32 GetNodePropertyIndex() const


description: Get the property index for this node.

code: int32 GetNodePropertyIndexImpl() const


description: Get the source node cast to the correct type.

code: template<typename NodeType> const NodeType & GetSourceNode() const


description: Get the source ptr (the node in the anim graph node) that we are reading from.

code: const uint8 * GetSourcePtr() const


code: const uint8 * GetSourcePtrImpl() const


description: Get the property that we are writing to.

code: const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetTargetProperty() const


code: const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetTargetPropertyImpl() const


description: Interface passed to per-node CopyTermDefaults override point.


description: Get the anim node to override.

code: template<typename AnimNodeType> AnimNodeType & GetAnimNode() const


description: Get the anim node to override.

code: [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetAnimNodeImpl() const


description: Get the type of the anim node to override.

code: [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetAnimNodeTypeImpl() const


description: Get all of the assets to override with.

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *const > GetAssets() const


description: Get all of the assets to override with.

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *const > GetAssetsImpl() const


className: IAnimBlueprintNodeOverrideAssetsContext

description: Interface passed to per-node OverrideAssets override point.


description: Get the compiler options we are currently using.

code: const [FKismetCompilerOptions](API\Runtime\Engine\Engine\FKismetCompilerOptions) & GetCompileOptions() const


code: const [FKismetCompilerOptions](API\Runtime\Engine\Engine\FKismetCompilerOptions) & GetCompileOptionsImpl() const


description: Get the consolidated uber graph during compilation.

code: [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetConsolidatedEventGraphImpl() const


code: [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetConsolidatedEventGraph() const


description: Get the message log for the current compilation.

code: [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetMessageLogImpl() const


code: [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & GetMessageLog() const


className: IAnimBlueprintPostExpansionStepContext

description: Interface passed to PostExpansionStep delegate.


description: Create a uniquely named variable corresponding to an object in the current class.

code: [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * CreateUniqueVariable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InForObject, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & Type )


description: Create a class variable in the current class. Note that no name confick resolution is performed, if a unique name is needed, use CreateUniqueVariable

code: [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * CreateVariable ( const [FName](API\Runtime\Core\UObject\FName) Name, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & Type )


className: IAnimBlueprintVariableCreationContext

description: Context passed toIClassVariableCreator::CreateClassVariablesFromBlueprint


description: Get the custom color for this node


description: Get the custom color for this node

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetTitleColor_Implementation() const


className: IAnimGraphNodeCustomizationInterface


description: Called when the user changed widget mode by pressing "Space" key

code: [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) ChangeToNextWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) CurWidgetMode )


description: Called when the widget is dragged in rotation mode

code: void DoRotation ( FRotator & InRotation )


description: Called when the widget is dragged in scale mode

code: void DoScale ( FVector & InScale )


description: Called when the widget is dragged in translation mode

code: void DoTranslation ( FVector & InTranslation )


description: Called when entering this edit mode

code: void EnterMode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InEditorNode, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )


description: Called when exiting this edit mode

code: void ExitMode()


description: Get the bone that the skeletal control is manipulating


description: Returns the coordinate system that should be used for this bone


description: current widget mode this anim graph node supports


description: Called when a Pose Watch is created on a node edited by this edit mode

code: void RegisterPoseWatchedNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InEditorNode, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )


description: Called when the user set widget mode directly, returns true if InWidgetMode is available

code: bool SetWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode )


description: Called to determine whether this edit mode should be drawn when nodes edited by this edit mode are pose watched

code: bool SupportsPoseWatch()


className: IAnimNodeEditMode

description: Base interface for skeletal control edit modes

code: class IAnimNodeEditMode : public [FAnimationEditMode](API\Editor\AnimationEditMode\FAnimationEditMode)


description: Implement this in a graph node and the anim BP compiler will call this expecting to generate class variables.

code: void CreateClassVariablesFromBlueprint ( [IAnimBlueprintVariableCreationContext](API\Editor\AnimGraph\IAnimBlueprintVariableCreationCo-) & InCreationContext )


className: UAnimationBlendSpaceSampleGraph

code: class UAnimationBlendSpaceSampleGraph : public [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph)

ResultNode

type: TObjectPtr<UAn...

description: Result node within the state's animation graph.


className: IClassVariableCreator

code: class IClassVariableCreator


description: Can this graph type be duplicated?

code: virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const


description: Populate new graph with any default nodes

code: virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const


description:
Determine if this graph supports collapsing nodes into subgraphs
True if this schema supports collapsed node subgraphs

code: virtual bool DoesSupportCollapsedNodes() const


description:
Determine if this graph supports event dispatcher
True if this schema supports Event Dispatcher

code: virtual bool DoesSupportEventDispatcher() const


description: Gets display information for a graph

code: virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const


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

code: virtual void HandleGraphBeingDeleted ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & GraphBeingRemoved ) const


code: UAnimationConduitGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: 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:

code: virtual bool ShouldAlwaysPurgeOnModification() const


className: UAnimationConduitGraphSchema

code: class UAnimationConduitGraphSchema : public [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2)


code: UAnimationCustomTransitionGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimationCustomTransitionGraph

code: class UAnimationCustomTransitionGraph : public [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph)

MyResultNode

type: TObjectPtr< cla...


code: UAnimationCustomTransitionSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimationCustomTransitionSchema

code: class UAnimationCustomTransitionSchema : public [UAnimationGraphSchema](API\Editor\AnimGraph\UAnimationGraphSchema)


description: Returns contained graph nodes of the specified (or child) class

code: void GetGraphNodesOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) > NodeClass, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & GraphNodes, bool bIncludeChildClasses )


code: UAnimationGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimationGraph

code: class UAnimationGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)

BlendOptions

type: FAnimGraphBlend...

description: Blending options for animation graphs in Linked Animation Blueprints.

OnPinDefaultValueChanged

type: FOnPinDefaultVa...

description: Delegate fired when a pin's default value is changed


description:
Returns true if the types and directions of two pins are schema compatible. Handles outputting a more derived type to an input pin expecting a less derived type.
true if the pin types and directions are compatible.

code: virtual bool ArePinsCompatible ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * CallingContext, bool bIgnoreArray ) const


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

code: static void AutoArrangeInterfaceGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph )


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

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) BeginGraphDragAction ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > InAction, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent ) const


description: Can this graph type be duplicated?

code: virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const


description:
Checks to see if a pin supports Pin Value Inspection Tooltips
true if it supports data tooltips

code: virtual bool CanShowDataTooltipForPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


description: Can the function graph be dropped into another graph

code: virtual bool CanGraphBeDropped ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > InAction ) const


description: Conforms an anim graph to an interface function

code: static void ConformAnimGraphToInterface ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & InGraph, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction )


description: Conforms anim layer nodes to an interface desc by GUID

code: static void ConformAnimLayersByGuid ( const [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, const [FBPInterfaceDescription](API\Runtime\Engine\Engine\FBPInterfaceDescription) & CurrentInterfaceDesc )


code: virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const


description:
Try to create an automatic cast or other conversion node node to facilitate a connection between two pins. It makes the cast node, a connection between A and the cast node, and a connection from the cast node to B.two This method is called when a connection is made where CanCreateConnection returned bCanAutoConvert.
True if a cast node and connection were made; false if the connection failed and had no side effects.

code: virtual bool CreateAutomaticConversionNodeAndConnections ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


description: Populate new function graph with entry and possibly return node

code: virtual void CreateFunctionGraphTerminators ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) const


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

code: virtual bool DoesSupportAnimNotifyActions() const


description:
Returns the connection response for connecting PinA to PinB, which have already been determined to be compatible types with a compatible direction. InputPin and OutputPin are PinA and PinB or vis versa, indicating their direction.
The message and action to take on trying to make this connection.

code: virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) DetermineConnectionResponseOfCompatibleTypedPins ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin ) const


description:
Determine if this graph supports collapsing nodes into subgraphs
True if this schema supports collapsed node subgraphs

code: virtual bool DoesSupportCollapsedNodes() const


description:
Determine if this graph supports event dispatcher
True if this schema supports Event Dispatcher

code: virtual bool DoesSupportEventDispatcher() const


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

code: virtual void DroppedAssetsOnGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


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

code: virtual void DroppedAssetsOnNode ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node ) const


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

code: virtual void DroppedAssetsOnPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


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

code: virtual void GetAssetsGraphHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * HoverGraph, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


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

code: virtual void GetAssetsNodeHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * HoverNode, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


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

code: virtual void GetAssetsPinHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * HoverPin, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


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

code: virtual void GetContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


description: Gets display information for a graph

code: virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const


description: The type of graph (function vs. ubergraph) that this that TestEdGraph is.

code: virtual EGraphType GetGraphType ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TestEdGraph ) const


description: Get the name to show in the editor

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetPinDisplayName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description:
Gets the draw color of a pin based on it's type.
The color representing the passed in type.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const


description: Find a position for a newly created linked input pose

code: static FVector2D GetPositionForNewLinkedInputPoseNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & InGraph )


description: Deprecated* Function renamed, please use GetPositionForNewLinkedInputPoseNode

code: static FVector2D GetPositionForNewSubInputNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & InGraph )


description: Unexpose pins that are unused on a linked anim graph node

code: static void HideUnboundPropertyPins ( [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-) * Node )


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

code: virtual void HandleGraphBeingDeleted ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & GraphBeingRemoved ) const


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

code: static bool IsComponentSpacePosePin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType )


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

code: static bool IsLocalSpacePosePin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType )


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

code: static bool IsPosePin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType )


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

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeBindingWidgetForPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & InAnimGraphNodes, [FName](API\Runtime\Core\UObject\FName) InPinName, bool bInOnGraphNode, [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > bInIsEnabled )


description: Makes a component space pose pin type


description: Makes a local space pose pin type


code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FSearchForAutocastFunctionResults](API\Editor\BlueprintGraph\UEdGraphSchema_K2\FSearchForAutocastFunctionResult-) > SearchForAutocastFunction ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & OutputPinType, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InputPinType ) const


description: Deprecated* Use the FSearchForAutocastFunctionResults variant.

code: virtual bool SearchForAutocastFunction ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & OutputPinType, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InputPinType, [FName](API\Runtime\Core\UObject\FName) & TargetFunction, [UClass](API\Runtime\CoreUObject\UObject\UClass) *& FunctionOwner ) const


description: 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:

code: virtual bool ShouldAlwaysPurgeOnModification() const


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

code: static void SpawnNodeFromAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinIfAvailable )


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

code: static void SpawnRigidBodyNodeFromAsset ( [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * Asset, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description: Update the specified node to a new asset

code: static void UpdateNodeWithAsset ( class [UK2Node](API\Editor\BlueprintGraph\UK2Node) * K2Node, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )


code: UAnimationGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimationGraphSchema

code: class UAnimationGraphSchema : public [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2)

DefaultEvaluationHandlerName

type: FName

type: FString

description: Common PinNames.


description: Can this graph type be duplicated?

code: virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const


className: UAnimationStateGraph

code: class UAnimationStateGraph : public [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph)

MyResultNode

description: Result node within the state's animation graph.


description: Populate new graph with any default nodes

code: virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const


description: Gets display information for a graph

code: virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const


code: UAnimationStateGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Try to make a connection between two pins.
True if a connection was made/broken (graph was modified); false if the connection failed and had no side effects.

code: virtual bool TryCreateConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


className: UAnimationStateGraphSchema

code: class UAnimationStateGraphSchema : public [UAnimationGraphSchema](API\Editor\AnimGraph\UAnimationGraphSchema)


className: UAnimationStateMachineGraph

code: class UAnimationStateMachineGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)

EntryNode

description: Entry node within the state machine.

OwnerAnimGraphNode

description: Parent instance node.


code: UAnimationStateMachineGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Breaks all links from/to a single node

code: virtual void BreakNodeLinks ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & TargetNode ) const


description: Breaks all links from/to a single pin

code: virtual void BreakPinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & TargetPin, bool bSendsNodeNotifcation ) const


code: UAnimationStateGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Breaks the link between two nodes.

code: virtual void BreakSinglePinLink ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin ) const


description:
Determine if a connection can be created between two pins.
An empty string if the connection is legal, otherwise a message describing why the connection would fail.

code: virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanCreateConnection ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


description:
Try to create an automatic cast or other conversion node node to facilitate a connection between two pins. It makes the cast node, a connection between A and the cast node, and a connection from the cast node to B.two This method is called when a connection is made where CanCreateConnection returned bCanAutoConvert.
True if a cast node and connection were made; false if the connection failed and had no side effects.

code: virtual bool CreateAutomaticConversionNodeAndConnections ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


description:
Determine if a connection can be relinked to the given pin.
A message describing if the operation can succeed or why the relink operation would fail.

code: virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanRelinkConnectionToPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldSourcePin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPinCandidate ) const


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

code: virtual void DroppedAssetsOnGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


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

code: virtual void DroppedAssetsOnNode ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node ) const


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

code: virtual void DroppedAssetsOnPin ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


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

code: virtual void GetAssetsNodeHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * HoverNode, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


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

code: virtual void GetAssetsPinHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * HoverPin, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


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

code: virtual void GetContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


description: Get all actions that can be performed when right clicking on a graph or drag-releasing on a graph from a pin

code: virtual void GetGraphContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder ) const


description: The type of graph (function vs. ubergraph) that this that TestEdGraph is.

code: virtual EGraphType GetGraphType ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TestEdGraph ) const


description: Gets display information for a graph

code: virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const


description:
Gets the draw color of a pin based on it's type.
The color representing the passed in type.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const


description: Is this schema supporting connection relinking for the given pin?

code: virtual bool IsConnectionRelinkingAllowed ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const


code: static const [FName](API\Runtime\Core\UObject\FName) PC_Exec;


code: virtual bool TryCreateConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


code: UAnimationStateMachineSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Try relinking the connection starting at the old source and target pins and relink it to the new target pin.

code: virtual bool TryRelinkConnectionTarget ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldTargetPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewTargetPin, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InSelectedGraphNodes ) const


className: UAnimationStateMachineSchema

code: class UAnimationStateMachineSchema : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)


code: UAnimationTransitionGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimationTransitionGraph

code: class UAnimationTransitionGraph : public [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph)


description: Can this graph type be duplicated?

code: virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const


code: virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const


description:
Determine if this graph supports collapsing nodes into subgraphs
True if this schema supports collapsed node subgraphs

code: virtual bool DoesSupportCollapsedNodes() const


description:
Determine if this graph supports event dispatcher
True if this schema supports Event Dispatcher

code: virtual bool DoesSupportEventDispatcher() const


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

code: virtual void HandleGraphBeingDeleted ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & GraphBeingRemoved ) const


description: 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:

code: virtual bool ShouldAlwaysPurgeOnModification() const


code: UAnimationTransitionSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAnimationTransitionSchema

description: This class is the schema for transition rule graphs in animation state machines.

code: class UAnimationTransitionSchema : public [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2)


description:
Get an already-requested extension for an anim blueprint.
nullptr if the extension is not found.

code: template<typename ExtensionType> static ExtensionType * FindExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )


description: Iterate over all registered UAnimBlueprintExtensions in an anim BP

code: static void ForEachExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) *)> InFunction )


description: Get the anim blueprint that hosts this extension

code: [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const


description: Get the defaults that will be held on the class

code: template<typename ClassDataType> ClassDataType & GetClassData()


description: Get the property of the class data

code: const [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetClassDataProperty() const


description: Get the structure that will be added to any anim BP class

code: const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetClassDataType() const


description: Get an already-requested extension for an anim blueprint. Will assert if the extension is not found.

code: template<typename ExtensionType> static ExtensionType * GetExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )


description: Get all subsystems currently present on an anim blueprint

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) * > GetExtensions ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )


description: Get an already-requested an anim blueprint extension for an anim blueprint.

code: static [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) * GetExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) > InExtensionType )


description: Get the defaults that will be held on the instance

code: template<typename InstanceDataType> InstanceDataType & GetInstanceData()


description: Get the structure that will be added to any BP-derivedUAnimInstance

code: const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetInstanceDataType() const


description: Get the property of the instance data

code: const [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetInstanceDataProperty() const


description: Refresh all extensions according to nodes present in an anim BP

code: static void RefreshExtensions ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )


description: Request an anim blueprint extension for an anim blueprint. It is illegal to perform this operation once compilation has commenced, use GetExtension instead.

code: template<typename ExtensionType> static ExtensionType * RequestExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint )


code: static [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) * RequestExtension ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * InAnimBlueprint, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) > InExtensionType )


description: Request all extensions that a node needs

code: static void RequestExtensionsForNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InAnimGraphNode )


className: UAnimBlueprintExtension

description: Extension that allows per-system data to be held on the anim blueprint, and per-system logic to be executed during compilation

code: class UAnimBlueprintExtension : public [UBlueprintExtension](API\Runtime\Engine\Blueprint\UBlueprintExtension)


description:
Add a copy to the property access library we are compiling
an integer handle to the pending copy. This can be resolved to a true copy index by calling MapCopyIndex

code: [FPropertyAccessHandle](API\Editor\UnrealEd\FPropertyAccessHandle) AddCopy ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InSourcePath, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InDestPath, const [FName](API\Runtime\Core\UObject\FName) & InContextId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


description: Deprecated* Please use AddCopy with a context ID

code: int32 AddCopy ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InSourcePath, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InDestPath, EPropertyAccessBatchType InBatchType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


description: Try to determine the context in which this property access can safely be performed.

code: static const [FName](API\Runtime\Core\UObject\FName) ContextId_Automatic;


description: Executed batched on the game thread before the event graph is run.

code: static const [FName](API\Runtime\Core\UObject\FName) ContextId_Batched_WorkerThreadPreEventGraph;


description: Executed batched on the game thread after the event graph is run.

code: static const [FName](API\Runtime\Core\UObject\FName) ContextId_Batched_WorkerThreadPostEventGraph;


code: static const [FName](API\Runtime\Core\UObject\FName) ContextId_Batched_GameThreadPreEventGraph;


code: static const [FName](API\Runtime\Core\UObject\FName) ContextId_Batched_GameThreadPostEventGraph;


description: Can safely be executed on worker threads.

code: static const [FName](API\Runtime\Core\UObject\FName) ContextId_UnBatched_ThreadSafe;


description: Whether a context name requires an auto-generated variable to be cached for an access.

code: static bool ContextRequiresCachedVariable ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Expands a property access path to a pure chain of BP nodes.

code: void ExpandPropertyAccess ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & InCompilerContext, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FString](API\Runtime\Core\Containers\FString) > InSourcePath, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InTargetPin ) const


description: Maps a compiled handle back to a human-readable context description.

code: static [FText](API\Runtime\Core\Internationalization\FText) GetCompiledHandleContextDesc ( [FCompiledPropertyAccessHandle](API\Editor\UnrealEd\FCompiledPropertyAccessHandle) InHandle )


description: Maps the initial copy handle to a true handle, post compilation.

code: [FCompiledPropertyAccessHandle](API\Editor\UnrealEd\FCompiledPropertyAccessHandle) GetCompiledHandle ( [FPropertyAccessHandle](API\Editor\UnrealEd\FPropertyAccessHandle) InHandle ) const


description: Maps a compiled handle back to a human-readable context.

code: static [FText](API\Runtime\Core\Internationalization\FText) GetCompiledHandleContext ( [FCompiledPropertyAccessHandle](API\Editor\UnrealEd\FCompiledPropertyAccessHandle) InHandle )


description: Deprecated* Please use GetCompiledHandle

code: int32 MapCopyIndex ( int32 InIndex ) const


description: Delegate called when the library is compiled (whether successfully or not)


code: class UAnimBlueprintExtension_PropertyAccess : public [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension)


code: virtual void DoPostCompileValidation ( [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & InParams ) const


description: Deprecated* Please use the constructor that takes anFNamefor the sync group

code: FPCV_GatherParams &40; bool InbFilterBySyncGroup, int32 InSyncGroupIndex, bool InbFilterByLoopingCondition, bool InbLoopingCondition &41;


code: FPCV_GatherParams &40; bool InbFilterBySyncGroup, FName InSyncGroupName, bool InbFilterByLoopingCondition, bool InbLoopingCondition &41;


code: struct FPCV_GatherParams

bFilterByLoopingCondition

type: bool


code: FPCV_PropertyAndValue &40; const FProperty &42; InProperty, const void &42; InValue &41;


code: FPCV_ReferencedAnimSequence &40; const UAnimSequence &42; InAnimSequence, const UObject &42; InReferencer &41;


code: struct FPCV_PropertyAndValue

Property

type: constFProperty...

Value

type: const void *...


code: struct FPCV_ReferencedAnimSequence

AnimSequence

type: constUAnimSequ...

Referencer

type: constUObject&...


code: static void PCV_GatherAllReferencedAnimSequences ( [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_ReferencedAnimSequence](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_ReferencedA-) > & OutRefAnimSequences, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params )


code: static void PCV_GatherAnimSequencesFromGraph ( [TArray](API\Runtime\Core\Containers\TArray)< const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & OutAnimSequences, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params, const [FPCV_GatherParams](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_GatherParams) & GatherParams )


code: static void PCV_GatherAnimSequencesFromStruct ( [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_ReferencedAnimSequence](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_ReferencedA-) > & OutRefAnimSequences, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct, const void * InData, [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_PropertyAndValue](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_PropertyAndValue) > InPropertyCallChain )


code: static void PCV_GatherAnimSequencesFromProperty ( [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_ReferencedAnimSequence](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_ReferencedA-) > & OutRefAnimSequences, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty, const void * InData, [TArray](API\Runtime\Core\Containers\TArray)< [FPCV_PropertyAndValue](API\Editor\AnimGraph\UAnimBlueprintPostCompileValidat-\FPCV_PropertyAndValue) > InPropertyCallChain )


code: static void PCV_GatherAnimSequences ( [TArray](API\Runtime\Core\Containers\TArray)< const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & OutAnimSequences, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) *const InAnimSequenceBase )


code: static void PCV_GatherAnimSequences ( [TArray](API\Runtime\Core\Containers\TArray)< const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & OutAnimSequences, const class [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) *const InBlendSpace )


code: static void PCV_GatherBlendSpacesFromGraph ( [TArray](API\Runtime\Core\Containers\TArray)< const class [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * > & OutBlendSpaces, [FAnimBPCompileValidationParams](API\Editor\AnimGraph\FAnimBPCompileValidationParams) & PCV_Params )


code: static void PCV_PreloadObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) *const ReferencedObject )


className: UAnimBlueprintPostCompileValidation

description: This class is a base class for performing AnimBlueprint Post Compilation Validation.

code: class UAnimBlueprintPostCompileValidation : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: UAnimBlueprintPostCompileValidation ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Get a previously registered attribute desc
nullptr if no desc is registered with the specified name

code: const [FAnimGraphAttributeDesc](API\Editor\AnimGraph\FAnimGraphAttributeDesc) * FindAttributeDesc ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: Iterate over all attributes that are registered

code: void ForEachAttribute ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FAnimGraphAttributeDesc](API\Editor\AnimGraph\FAnimGraphAttributeDesc) &)> InFunction ) const


className: UAnimGraphAttributes

code: class UAnimGraphAttributes : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Register an anim graph attribute.

code: void Register ( const [FAnimGraphAttributeDesc](API\Editor\AnimGraph\FAnimGraphAttributeDesc) & InDesc )


description: Customize pin data based on the input

code: virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const


className: UAnimGraphNodeCustomizationInterface

code: class UAnimGraphNodeCustomizationInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


description: Populate the supplied arrays with the currently reffered to animation assets.

code: virtual void GetAllAnimationSequencesReferred ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssets ) const


code: virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const


description: Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

code: virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


description: Gets a list of actions that can be done to this particular node

code: virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description:
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.).
A signature struct, discerning this node from others.

code: virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Replace references to animations that exist in the supplied maps.

code: virtual void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap )


description: Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

code: virtual void ValidateAnimNodeDuringCompilation ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


code: virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )


code: UAnimGraphNode_AimOffsetLookAt ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UAnimGraphNode_AimOffsetLookAt : public [UAnimGraphNode_BlendSpaceBase](API\Editor\AnimGraph\UAnimGraphNode_BlendSpaceBase)


description: Can customize details tab

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


code: [FText](API\Runtime\Core\Internationalization\FText) BodyDefinitionUINameString ( const uint32 BodyIndex ) const


code: void DrawAngularLimits ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, FTransform JointTransform, const [FAnimNode_AnimDynamics](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_AnimDynamics) & NodeToVisualize ) const


code: void DrawLinearLimits ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, FTransform ShapeTransform, const [FAnimNode_AnimDynamics](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_AnimDynamics) & NodeToVisualise ) const


description: Returns the short descriptive name of the controller.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const


description: Gets the menu category this node belongs in.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const


description:
Override this function to push an editor mode when this node is selected
the editor mode to use when this node is selected

code: virtual FEditorModeID GetEditorMode() const


code: virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const


code: virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & DebugInfo, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * RuntimeAnimNode, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const


code: [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton() const


code: bool IsPreviewLiveActive() const


description: UI callbacks for customising the physics bodies array in the details panel.

code: void OnPhysicsBodyDefCustomizeDetails ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > ElementProperty, int32 ElementIndex, [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildrenBuilder, [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailLayout )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: static [FReply](API\Runtime\SlateCore\Input\FReply) ResetButtonClicked ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailLayoutBuilder )


description: UObject.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: virtual void ValidateAnimNodeDuringCompilation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


code: class UAnimGraphNode_AnimDynamics : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)

bPreviewLive

description: Preview the live physics object on the mesh

bShowAngularLimits

description: Show angular limit ranges in the viewport

bShowCollisionSpheres

description: If planar limits are enabled and the collision mode isn't CoM, draw sphere collision sizes

bShowLinearLimits

description: Show linear (prismatic) limits in the viewport

bShowPlanarLimit

description: Show planar limit info (actual plane, plane normal) in the viewport

bShowSphericalLimit

description: Show spherical limits in the viewport (preview live only)


description: Can customize details tab

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


description: Customize pin data based on the input

code: virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the draw color of a node's title bar

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


code: UAnimGraphNode_ApplyAdditive ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual void ValidateAnimNodeDuringCompilation ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


code: class UAnimGraphNode_ApplyAdditive : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


description: Draw function for supporting visualization.

code: virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const


code: void DrawAngularLimits ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelMeshComp, const [FAnimNode_ApplyLimits](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ApplyLimits) & NodeToVisualize ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() const


code: virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const


code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: UAnimGraphNode_ApplyLimits ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UAnimGraphNode_ApplyLimits : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)


code: virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const


code: UAnimGraphNode_ApplyMeshSpaceAdditive ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UAnimGraphNode_ApplyMeshSpaceAdditive : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


description: Override this to copy any relevant settings from the animation asset used when creating a node with a drag/drop operation.

code: virtual void CopySettingsFromAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )


description: Helper function to gather menu actions from specific asset types supported by this node.

code: static void GetMenuActionsHelper ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & InActionRegistrar, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) > InNodeClass, const [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & InAssetTypes, const [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & InExcludedAssetTypes, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [FText](API\Runtime\Core\Internationalization\FText)(const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) &, [UClass](API\Runtime\CoreUObject\UObject\UClass) *)> & InMenuNameFunction, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [FText](API\Runtime\Core\Internationalization\FText)(const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) &, [UClass](API\Runtime\CoreUObject\UObject\UClass) *)> & InMenuTooltipFunction, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, bool, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData))> & InSetupNewNodeFromAssetFunction, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) *, bool, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >)> & InSetupNewNodeFromClassFunction, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FText](API\Runtime\Core\Internationalization\FText)(const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) &)> & InMenuCategoryFunction )


description: Helper functions to build a title for an asset player node.

code: [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitleHelper ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) InTitleType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InAssetPin, const [FText](API\Runtime\Core\Internationalization\FText) & InAssetDesc, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FText](API\Runtime\Core\Internationalization\FText)([UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *)> InPostFixFunctionRef ) const


code: [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitleForAsset ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) InTitleType, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAsset, const [FText](API\Runtime\Core\Internationalization\FText) & InAssetDesc, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [FText](API\Runtime\Core\Internationalization\FText)([UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *)> InPostFixFunctionRef ) const


description: Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.

code: virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


code: virtual bool IsActionFilteredOut ( class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )


code: virtual void OnProcessDuringCompilation ( [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )


description: UEdGraphNodeinterface

code: virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called when the DefaultValue of one of the pins of this node is changed in the editor

code: virtual void PinDefaultValueChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Helper function to preload required assets (including those referenced on pins)

code: void PreloadRequiredAssetsHelper ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAsset, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InExposedPin )


description: UObjectinterface

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

code: virtual void ValidateAnimNodeDuringCompilation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


description: Default setup function that can be used with GetMenuActionsHalper.

code: static void SetupNewNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNewNode, bool bInIsTemplateNode, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) InAssetData )


description: Helper function to validate player nodes.

code: void ValidateAnimNodeDuringCompilationHelper ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAsset, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) > InAssetType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InExposedPin, [FName](API\Runtime\Core\UObject\FName) InPropertyName )


description: Adds node pin data to the search metadata, override to collect more data that may be desirable to search for

code: virtual void AddPinSearchMetaDataInfo ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const


description: Helper / intermediate for asset player graphical nodes

code: class UAnimGraphNode_AssetPlayerBase : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)

UnloadedSkeletonName

description: Used for filtering in the Blueprint context menu when the sequence asset this node uses is unloaded


description: Add's node data to the search metadata, override to collect more data that may be desirable to search for

code: virtual void AddSearchMetaDataInfo ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FSearchTagDataPair](API\Editor\Kismet\FSearchTagDataPair) > & OutTaggedMetaData ) const


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: Autowire a newly created node.

code: virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )


description: Gives each visual node a chance to update the node template before it is inserted in the compiled class.

code: virtual void BakeDataDuringCompilation ( [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


description: Can this node be created under the specified schema.

code: virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * DesiredSchema ) const


description: 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)

code: virtual bool CanJumpToDefinition() const


code: virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Asset )


description: Called to propagate data from the internal node to the preview in Persona.

code: virtual void CopyNodeDataToPreviewNode ( [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InPreviewNode )


description: Called after editing a default value to update internal node from pin defaults. This is needed for forwarding code to propagate values to preview.

code: virtual void CopyPinDefaultsToNodeData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )


description: Copy this node's data during the last phase of compilation where term defaults are copied to the new CDO.

code: void CopyTermDefaultsToDefaultObject ( [IAnimBlueprintCopyTermDefaultsContext](API\Editor\AnimGraph\IAnimBlueprintCopyTermDefaultsCo-) & InCompilationContext, [IAnimBlueprintNodeCopyTermDefaultsContext](API\Editor\AnimGraph\IAnimBlueprintNodeCopyTermDefaul-) & InPerNodeContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )


description: Override point to create custom pins

code: virtual void CreateCustomPins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * OldPins )


description: Create any output pins necessary for this node.

code: virtual void CreateOutputPins()


description: This will be called when a pose link is found, and can be called with PoseProperty being either of:

code: virtual void CreatePinsForPoseLink ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PoseProperty, int32 ArrayIndex )


description: Can customize details tab

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


description: Customize pin data based on the input

code: virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const


description: Returns whether this node can have breakpoints placed on it in the debugger

code: virtual bool CanPlaceBreakpoints() const


description: Destroy the specified node

code: virtual void DestroyNode()


description: BEGIN Interface to support transition getter if you return true for DoesSupportExposeTimeForTransitionGetter you should implement all below functions

code: virtual bool DoesSupportTimeForTransitionGetter() const


description: Draw function for supporting visualization.

code: virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const


description: Draw function called on nodes that are selected and / or have a pose watch enabled. Default implementation calls the basic draw function for selected nodes and does nothing for pose watched nodes. Nodes that should render something when a pose watch is enabled but they are not selected should override this function.

code: virtual void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp, const bool bIsSelected, const bool bIsPoseWatchEnabled ) const


description: Canvas draw function to draw to viewport.

code: virtual void DrawCanvas ( [FViewport](API\Runtime\Engine\FViewport) & InViewport, [FSceneView](API\Runtime\Engine\FSceneView) & View, [FCanvas](API\Runtime\Engine\FCanvas) & Canvas, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const


description: Expands a node while compiling, which may add additional nodes or delete this node

code: virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


className: FOnGetOptionalPins

description: Delegate used to to access property bindings to modify for the specified node.

code: typedef TBaseDelegate_TwoParams< void, UAnimGraphNode_Base &42;, TArrayView< FOptionalPinFromProperty > & > FOnGetOptionalPins


className: FOnSetPinVisibility

description: Delegate used to set pin visibility.

code: typedef TBaseDelegate_ThreeParams< void, UAnimGraphNode_Base &42;, bool, int32 > FOnSetPinVisibility


code: FAnimPropertyBindingWidgetArgs &40; const TArray< UAnimGraphNode_Base &42; > & InNodes, FProperty &42; InPinProperty, FName InPinName, FName InBindingName, int32 InOptionalPinIndex &41;


className: FAnimPropertyBindingWidgetArgs

description: Arguments used to construct a property binding widget.

code: struct FAnimPropertyBindingWidgetArgs

BindingName

description: The name of the property we are binding to.

bOnGraphNode

description: Whether this is for display on a graph node.

bPropertyIsOnFNode

description: Whether the property is on theFAnimNode_Baseof this anim node.

MenuExtender

type: TSharedPtr<FEx...

description: Menu extender used to add custom entries in the binding menu.

Nodes

type: TArray<UAnimGr...

description: The nodes to display the binding for.

OnGetOptionalPins

type: FOnGetOptionalP...

OnSetPinVisibility

type: FOnSetPinVisibi...

OptionalPinIndex

description: The optional pin index that refers to this pin.

PinName

description: The name of the pin.

PinProperty

type: FProperty*

description: The pin property for this binding.


description: Try to find the preview node instance for this anim graph node

code: [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * FindDebugAnimNode ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const


className: FOnNodePropertyChangedEvent

description: Event that observers can bind to so that they are notified about changes made to this node through the property system

code: class FOnNodePropertyChangedEvent : public TBaseMulticastDelegate_OneParam< void, FPropertyChangedEvent & >


className: FNodeAttributeArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName), TInlineAllocator< 4 >> FNodeAttributeArray


className: FOnNodeTitleChangedEvent

description: Event that is broadcast to inform observers that the node title has changed The defaultSAnimationGraphNodeuses this to invalidate cached node title text

code: class FOnNodeTitleChangedEvent : public TBaseMulticastDelegate_NoParams< void >


className: FPinVisibilityChangedEvent

description: Event that observers can bind to so that they are notified about changes to pin visibility.

code: class FPinVisibilityChangedEvent : public TBaseMulticastDelegate_TwoParams< void, bool, int32 >


code: template<typename NodeType> NodeType * GetActiveInstanceNode ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * AnimInstanceObject ) const


description: Populate the supplied arrays with the currently reffered to animation assets.

code: virtual void GetAllAnimationSequencesReferred ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssets ) const


code: virtual [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * GetAnimationAsset() const


description: Get the animation blueprint to which this node belongs

code: [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) > GetAnimationAssetClass() const


description: Gets editor information for all the bound anim node functions (category metadata string, member variable's name) Used by SAnimGraphNode to display all bound functions of an anim node.

code: virtual void GetBoundFunctionsInfo ( [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) >> & InOutBindingsInfo )


description:
Get the currently-debugged runtime anim node (in the anim BP debugger that this node is currently being edited in)
nullptr if the node cannot be found

code: [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * GetDebuggedAnimNode() const


description:
Get the currently-debugged runtime anim node of a specified type (in the anim BP debugger that this node is currently being edited in)
nullptr if the node cannot be found

code: template<typename TNodeType> TNodeType * GetDebuggedAnimNode() const


description:
Override this function to push an editor mode when this node is selected
the editor mode to use when this node is selected

code: virtual FEditorModeID GetEditorMode() const


description: Returns the link used for external documentation for the graph node

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const


description: Get the runtime anim node that we template.


description: Gets the animation FNode property represented by this ed graph node.

code: [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * GetFNodeProperty() const


description: Gets the animation FNode type represented by this ed graph node.

code: [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetFNodeType() const


description: Get the named attribute types that this node takes (absorbs) as inputs. Other attributes are assumed to 'pass through' this node.

code: virtual void GetInputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const


description: Bydefault return any animation assets we have.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const


code: virtual [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) GetLinkIDLocation ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * NodeType, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputLinkPin )


description: Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

code: virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const


description: This function returns an arbitrary number of attributes that describe this node for analytics events

code: virtual void GetNodeAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [TKeyValuePair](API\Runtime\Core\Templates\TKeyValuePair)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & OutNodeAttributes ) const


description: Gets the menu category this node belongs in.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const


description: Gets the draw color of a node's title bar

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


description: the current object being debugged from the blueprint for this node. Can be nullptr.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectBeingDebugged() const


description: Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.

code: virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const


description: Function to collect strings from nodes to display in the viewport. Use this rather than DrawCanvas when adding general text to the viewport.

code: virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & DebugInfo, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * RuntimeAnimNode, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * PreviewSkelMeshComp ) const


description: Get the property (and possibly array index) associated with the supplied pin

code: virtual void GetPinAssociatedProperty ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * NodeType, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty, int32 & OutIndex ) const


description:
Get the pin binding info for the supplied pin
false if the pin cannot be bound

code: virtual bool GetPinBindingInfo ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) & OutBindingName, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutPinProperty, int32 & OutOptionalPinIndex ) const


description: Fetch the hover text for a pin when the graph is being edited.

code: virtual void GetPinHoverText ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [FString](API\Runtime\Core\Containers\FString) & HoverTextOut ) const


description: Return the requested metadata for the pin if there is any

code: virtual [FString](API\Runtime\Core\Containers\FString) GetPinMetaData ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) InKey )


description: Get the property corresponding to a pin. For array element pins returns the outer array property. Returns null if a property cannot be found.

code: [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPinProperty ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const


code: virtual [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPinProperty ( [FName](API\Runtime\Core\UObject\FName) InPinName ) const


description:
Some anim graph nodes can act as proxies to outer nodes (e.g. sink nodes in nested graphs). Returning that outer node here allows attribute visualization to be forwarded to the inner node from the outer.
the proxy for attribute display

code: virtual const [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * GetProxyNodeForAttributes() const


description: Get the extension types that this node type holds on the anim blueprint. Some extension types are always requested by the system.

code: virtual void GetRequiredExtensions ( [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimBlueprintExtension](API\Editor\AnimGraph\UAnimBlueprintExtension) >> & OutExtensions ) const


description: Get the tag for this node, if any.


code: virtual const TCHAR * GetTimePropertyName() const


code: virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetTimePropertyStruct() const


description: Helper function for ReplaceReferredAnimations.

code: template<class AssetType> void HandleAnimReferenceReplacement ( AssetType *& OriginalAsset, const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap )


description: Helper function for GetAllAnimationSequencesReferred.

code: void HandleAnimReferenceCollection ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimAsset, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimationAssets ) const


code: template<class AssetType> void HandleAnimReferenceReplacement ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< AssetType > & OriginalAsset, const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap )


description: Handle when a variable is renamed in the Blueprint Palette

code: virtual void HandleVariableRenamed ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UClass](API\Runtime\CoreUObject\UObject\UClass) * InVariableClass, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, const [FName](API\Runtime\Core\UObject\FName) & InOldVarName, const [FName](API\Runtime\Core\UObject\FName) & InNewVarName )


description: Check whether the specified property is bound via PropertyBindings.

code: virtual bool HasBinding ( [FName](API\Runtime\Core\UObject\FName) InPropertyName ) const


description: Allocates or reallocates pins.

code: void InternalPinCreation ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > * OldPins )


description: Check whether the named pin is bindable.

code: virtual bool IsPinBindable ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const


description: UEdGraphNode::FindPin

code: bool IsPinExposedAndBound ( const [FString](API\Runtime\Core\Containers\FString) & InPinName, const EEdGraphPinDirection InDirection ) const


description: UEdGraphNode::FindPin

code: bool IsPinExposedAndLinked ( const [FString](API\Runtime\Core\Containers\FString) & InPinName, const EEdGraphPinDirection Direction ) const


description: UEdGraphNode::FindPin

code: bool IsPinUnlinkedUnboundAndUnset ( const [FString](API\Runtime\Core\Containers\FString) & InPinName, const EEdGraphPinDirection InDirection ) const


description: Whether or not you can add a pose watch on this node.

code: virtual bool IsPoseWatchable() const


description: Check if a specified function reference appears to be valid by inspecting only the validity of the name and guid.

code: static bool IsPotentiallyBoundFunction ( const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & FunctionReference )


description: Is this node a sink that has no pose outputs?

code: virtual bool IsSinkNode() const


description: Make a property binding widget to edit the bindings of the passed-in nodes.

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakePropertyBindingWidget ( const [FAnimPropertyBindingWidgetArgs](API\Editor\AnimGraph\UAnimGraphNode_Base\FAnimPropertyBindingWidgetArgs) & InArgs )


description: Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true)

code: virtual void JumpToDefinition() const


description: Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint

code: virtual bool NodeCausesStructuralBlueprintChange() const


description: Override point for CopyTermDefaultsToDefaultObject Copy this node's data during the last phase of compilation where term defaults are copied to the new CDO

code: virtual void OnCopyTermDefaultsToDefaultObject ( [IAnimBlueprintCopyTermDefaultsContext](API\Editor\AnimGraph\IAnimBlueprintCopyTermDefaultsCo-) & InCompilationContext, [IAnimBlueprintNodeCopyTermDefaultsContext](API\Editor\AnimGraph\IAnimBlueprintNodeCopyTermDefaul-) & InPerNodeContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )


description: Selection notification callback. If a node needs to handle viewport input etc. then it should push an editor mode here.

code: virtual void OnNodeSelected ( bool bInIsSelected, class [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) & InModeTools, struct [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )


description: Override point for OverrideAssets.

code: virtual void OnOverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const


description: Pose Watch change notification callback. Should be called every time a pose watch on this node is created or destroyed.

code: virtual void OnPoseWatchChanged ( const bool IsPoseWatchEnabled, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< class [UPoseWatch](API\Runtime\Engine\Engine\UPoseWatch) > InPoseWatch, [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) & InModeTools, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )


description: Process this node's data during compilation (override point)

code: virtual void OnProcessDuringCompilation ( [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )


description: Called to override the assets held on a runtime anim node. Implements per-node logic for child anim blueprints.

code: void OverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) const


description: Called when the connection list of one of the pins of this node is changed in the editor

code: virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Called when the DefaultValue of one of the pins of this node is changed in the editor

code: virtual void PinDefaultValueChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Refreshes the debugged component post-edit. This is required to see changes as the component may be either an editor-only component that is not ticking, or in a paused PIE world

code: void PostEditRefreshDebuggedComponent()


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor

code: virtual void PostPasteNode()


description: A chance to initialize a new node; called just once when a new node is created, before AutowireNewNode or AllocateDefaultPins is called. This method is not called when a node is reconstructed, etc...

code: virtual void PostPlacedNewNode()


description: Give the node a chance to change the display name of a pin.

code: virtual void PostProcessPinName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FString](API\Runtime\Core\Containers\FString) & DisplayName ) const


description: Process this node's data during compilation.

code: void ProcessDuringCompilation ( [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

code: virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )


description: Helper function used to refresh the type of a binding.

code: void RecalculateBindingType ( [FAnimGraphNodePropertyBinding](API\Editor\AnimGraph\FAnimGraphNodePropertyBinding) & InBinding )


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

code: virtual void ReconstructNode()


description: Return whether this node references the specified function, identified by a name and guid pair

code: virtual bool ReferencesFunction ( const [FName](API\Runtime\Core\UObject\FName) & InFunctionName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope ) const


description: Return whether this node references the specified variable, give the supplied scope. Used when variable types are changed.

code: virtual bool ReferencesVariable ( const [FName](API\Runtime\Core\UObject\FName) & InVarName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InScope ) const


description: Replace any member references of source with replacement

code: virtual void ReplaceReferences ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InReplacementBlueprint, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InSource, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InReplacement )


description: Replace references to animations that exist in the supplied maps.

code: virtual void ReplaceReferredAnimations ( const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * > & AnimAssetReplacementMap )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Sets the visibility of the specified pin, reconstructs the node if it changes.

code: void SetPinVisibility ( bool bInVisible, int32 InOptionalPinIndex )


description: Set the tag for this node.

code: void SetTag ( [FName](API\Runtime\Core\UObject\FName) InTag )


description: Set the tag for this node but without regenerating any BP data for tagging.

code: void SetTagInternal ( [FName](API\Runtime\Core\UObject\FName) InTag )


description: Whether this node should create BP evaluation handlers as part of compilation.

code: virtual bool ShouldCreateStructEvalHandlers() const


description: wether to show graph attribute icons on pins for this node.

code: virtual bool ShouldShowAttributesOnPins() const


description: Return whether the node's properties display in the blueprint details panel

code: virtual bool ShouldShowNodeProperties() const


description: Should we show the Palette Icon for this node on the node title

code: virtual bool ShowPaletteIconOnNode() const


description: Returns whether this node supports the supplied asset class

code: virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) const


description: If using CopyPoseFromMesh, the AnimBlueprint Compiler will cache this off for optimizations.

code: virtual bool UsingCopyPoseFromMesh() const


description: Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

code: virtual void ValidateAnimNodeDuringCompilation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


description: 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.

code: virtual void ValidateAnimNodePostCompile ( [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog, [UAnimBlueprintGeneratedClass](API\Runtime\Engine\Animation\UAnimBlueprintGeneratedClass) * CompiledClass, int32 CompiledNodeIndex )


description: Helper function used to validate anim node function references

code: void ValidateFunctionRef ( [FName](API\Runtime\Core\UObject\FName) InPropertyName, const [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) & InRef, const [FText](API\Runtime\Core\Internationalization\FText) & InFunctionName, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


code: UAnimGraphNode_Base ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Any concrete implementations will be paired with a runtime graph node derived fromFAnimNode_Base

code: class UAnimGraphNode_Base : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

AlwaysDynamicProperties

type: TSet<FName>

description: Properties marked as always dynamic, so they can be set externally

BecomeRelevantFunction

type: FMemberReferenc...

description: Function called when the node becomes relevant, meaning it goes from having no weight to any weight.

BlueprintUsage

type: EBlueprintUsage

InitialUpdateFunction

description: Function called before the node is updated for the first time.

NodeTitleChangedEvent

type: FOnNodeTitleCha...

OldShownPins

type: TArray<FName>

description: Old shown pins. Needs to be a member variable to track pin visibility changes between Pre and PostEditChange.

PinVisibilityChangedEvent

type: FPinVisibilityC...

PropertyBindings

type: TMap<FName,FA...

description: Map from property name->binding info

PropertyChangeEvent

type: FOnNodeProperty...

ShowPinForProperties

type: TArray<FOption...

UpdateFunction

description: Function called when the node is updated.


description: Gets the draw color of a node's title bar

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


code: UAnimGraphNode_BlendBoneByChannel ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UAnimGraphNode_BlendBoneByChannel : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


description: Gets the menu category this node belongs in.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() const


description: Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node.

code: virtual void GetOutputLinkAttributes ( [FNodeAttributeArray](API\Editor\AnimGraph\UAnimGraphNode_Base\FNodeAttributeArray) & OutAttributes ) const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

code: virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )


description: Removes removed pins and adjusts array indices of remained pins

code: void RemovePinsFromOldPins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins, int32 RemovedArrayIndex )


code: UAnimGraphNode_BlendListBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UAnimGraphNode_BlendListBase : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


description: Customize pin data based on the input

code: virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex ) const


code: UAnimGraphNode_BlendListByBool ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UAnimGraphNode_BlendListByBool : public [UAnimGraphNode_BlendListBase](API\Editor\AnimGraph\UAnimGraphNode_BlendListBase)


description: Gives each visual node a chance to update the node template before it is inserted in the compiled class.

code: virtual void BakeDataDuringCompilation ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )