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 tooltip to display when over the node

module: AnimGraph

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


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


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


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: 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:
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: Override point for OverrideAssets.

code: virtual void OnOverrideAssets ( [IAnimBlueprintNodeOverrideAssetsContext](API\Editor\AnimGraph\IAnimBlueprintNodeOverrideAssets-) & InContext ) 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: 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: Returns whether this node supports the supplied asset class

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


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


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


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


code: class UAnimGraphNode_RotationOffsetBlendSpaceGraph : public [UAnimGraphNode_BlendSpaceGraphBase](API\Editor\AnimGraph\UAnimGraphNode_BlendSpaceGraphBa-)


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


description: Gets the menu category this node belongs in.

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


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


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


description: Query if this node should be kept as part of the root set during the pruning stage of compilation. Prevents the node being pruned as isolated.

code: virtual bool IsNodeRootSet() const


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

code: virtual bool IsSinkNode() const


description: Called when this node is being renamed after a successful name validation

code: virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


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


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

CacheName

type: FString


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

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


description: Create a name validator for this node

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const


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


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


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 )


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: Interface to support transition getter.

code: virtual bool DoesSupportTimeForTransitionGetter() const


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: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


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


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: Override point for OverrideAssets.

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


code: virtual const TCHAR * GetTimePropertyName() const


code: virtual [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetTimePropertyStruct() 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 before compilation begins, giving a blueprint time to force the linker to load data

code: virtual void PreloadRequiredAssets()


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


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


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


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


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


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


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


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


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: 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


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


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) 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


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


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


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


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


code: virtual const TCHAR * GetTimePropertyName() const


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


description: Override point for OverrideAssets.

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


code: virtual void PreloadRequiredAssets()


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: UObjectinterface

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


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


description: Returns whether this node supports the supplied asset class

code: virtual EAnimAssetHandlerType SupportsAssetClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass ) 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 ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


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


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

code: virtual int32 ChangeToNextWidgetMode ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, int32 CurWidgetMode )


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


description: Convert rotator in component space to bone space

code: FQuat ConvertCSRotationToBoneSpace ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FRotator & InCSRotator, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & MeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const EBoneControlSpace Space )


description: Convert drag vector in component space to bone space

code: FVector ConvertCSVectorToBoneSpace ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & InCSVector, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & MeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const EBoneControlSpace Space )


description: Helper functions for bone control previewlocal conversion function for drawing

code: void ConvertToComponentSpaceTransform ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, const FTransform & InTransform, FTransform & OutCSTransform, int32 BoneIndex, EBoneControlSpace Space ) const


description: Convert widget location according to bone control space

code: FVector ConvertWidgetLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelComp, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & InMeshBases, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const FVector & InLocation, const EBoneControlSpace Space )


description: Deprecated* This function is deprecated and is no longer used

code: virtual void CopyNodeDataFrom ( const [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * NewAnimNode )


description: Deprecated* This function is deprecated and is no longer used, please use CopyNodeDataToPreviewNode

code: virtual void CopyNodeDataTo ( [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * OutAnimNode )


description: Create any output pins necessary for this node.

code: virtual void CreateOutputPins()


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: If it has select-actors, should hide all actors when de-select is called

code: virtual void DeselectActor ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp )


description: Called when the widget is dragged in scale mode

code: virtual void DoScale ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & Scale, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InOutAnimNode )


description: Called when the widget is dragged in rotation mode

code: virtual void DoRotation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FRotator & Rotation, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InOutAnimNode )


description: Called when the widget is dragged in translation mode

code: virtual void DoTranslation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & Drag, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InOutAnimNode )


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


description: Returns the short descriptive name of the controller.

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


description: Get literal value for vector

code: void GetDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) UpdateDefaultValueName, FVector & OutVec )


code: void GetDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) PropName, FRotator & OutValue )


code: virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() 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: Gets the tooltip to display when over the node

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


description: Visual Warning tooltip message to show

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


code: template<class ValueType> ValueType GetNodeValue ( const [FName](API\Runtime\Core\UObject\FName) PropName, const ValueType & CompileNodeValue )


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

code: virtual int32 GetWidgetCoordinateSystem ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp )


description: Methods related to widget control

code: virtual FVector GetWidgetLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, struct [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * AnimNode )


description: Return current widget mode this anim graph node supports

code: virtual int32 GetWidgetMode ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp )


code: virtual bool IsActorClicked ( [HActor](API\Runtime\Engine\HActor) * ActorHitProxy )


description: Are we currently showing this pin

code: bool IsPinShown ( const [FName](API\Runtime\Core\UObject\FName) PinName ) const


description: If anim graph node needs other actors to select other bones, move actor's positions when this is called

code: virtual void MoveSelectActorLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * InAnimNode )


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

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


code: virtual void ProcessActorClick ( [HActor](API\Runtime\Engine\HActor) * ActorHitProxy )


description: Set literal value for FVector

code: void SetDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) InDefaultValueName, const FVector & InValue )


code: void SetDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) PropName, const FRotator & InValue )


code: template<class ValueType> void SetNodeValue ( const [FName](API\Runtime\Core\UObject\FName) PropName, ValueType & CompileNodeValue, const ValueType & InValue )


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

code: virtual bool SetWidgetMode ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, int32 InWidgetMode )


description: If true, this node whill show the Visual Warning message

code: virtual bool ShowVisualWarning() const


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 )


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


description: Concrete subclasses should contain a member struct derived fromFAnimNode_SkeletalControlBase

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


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


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 )


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


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


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


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


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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetControllerDescription() 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 PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


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


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


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


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


description: Interface for derived classes to implement.

code: virtual [FAnimNode_StateMachine](API\Runtime\Engine\Animation\FAnimNode_StateMachine) & GetNode()


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


code: class UAnimGraphNode_StateMachine : public [UAnimGraphNode_StateMachineBase](API\Editor\AnimGraph\UAnimGraphNode_StateMachineBase)

Node

description: Runtime state machine representation (empty; populated during compilation)


description: Destroy the specified node

code: virtual void DestroyNode()


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

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


description: Bydefault return any animation assets we have.

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


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: 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: the name of this state machine


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: any sub graphs (graphs that have this node as an outer) that this node might contain (e.g. composite, animation state machine etc.).

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GetSubGraphs() const


description: Gets the tooltip to display when over the node

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


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

code: virtual void JumpToDefinition() const


description: Create a name validator for this node

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const


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

code: virtual void PostPasteNode()


description: Called when this node is being renamed after a successful name validation

code: virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


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()


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


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


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

EditorStateMachineGraph

type: TObjectPtr< cla...

description: Editor state machine representation.


description: Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph

code: virtual bool CanDuplicateNode() const


description: Whether or not this node can be deleted by user action

code: virtual bool CanUserDeleteNode() const


description: Get the link to the documentation.

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


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


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


description: Query if this node should be kept as part of the root set during the pruning stage of compilation. Prevents the node being pruned as isolated.

code: virtual bool IsNodeRootSet() const


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

code: virtual bool IsSinkNode() const


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

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


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


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: 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 )


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


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

StateEntryFunction

type: FMemberReferenc...

description: Function called when the owning state is entered, meaning it becomes the state machine's current state.

StateExitFunction

description: Function called when the owning state is exited, meaning it stops being the state machine's current state.

StateFullyBlendedInFunction

description: Function called when the owning state is fully blended in.

StateFullyBlendedOutFunction

description: Function called when the owning state is fully blended out.


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: Draw function for supporting visualization.

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


description: Returns the short descriptive name of the controller.

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


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


description: VirtualFStringGetNodeNativeTitle(ENodeTitleType::Type TitleType) const override;


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 )


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()


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 )


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


description: Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph

code: virtual bool CanDuplicateNode() const


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


description: Whether or not this node can be deleted by user action

code: virtual bool CanUserDeleteNode() const


description: Can customize details tab

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


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: 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: 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: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() 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 ( class [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


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


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


description: Visual Warning tooltip message to show

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


description: Query if this node should be kept as part of the root set during the pruning stage of compilation. Prevents the node being pruned as isolated.

code: virtual bool IsNodeRootSet() const


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

code: virtual bool IsSinkNode() const


description: If true, this node whill show the Visual Warning message

code: virtual bool ShowVisualWarning() const


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


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


description: Returns the short descriptive name of the controller.

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


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


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


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


description: This is the 'source version' of a bone driven controller, which maps part of the state from one bone to another (e.g., 2 * source.x -> target.z)

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


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: Can customize details tab

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


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


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


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 )


className: TwoBoneIKDelegate

description: Just for refreshing UIs when bone space was changed

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class FTwoBoneIKDelegate > TwoBoneIKDelegate = NULL;


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


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

bEnableDebugDraw

type: bool

description: Enable drawing of the debug information of the node

DetailLayout

type: IDetailLayoutBu...


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

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


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


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


description: This function if used for nodes that needs CDO for validation (Called before expansion)

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


description: Bydefault return any animation assets we have.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() 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 the menu category this node belongs in.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() 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: 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: Gets the tooltip to display when over the node

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


description: Determine if the node of this type should be filtered in the actions menu

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


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

code: virtual void JumpToDefinition() const


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 )


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


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

SaveCachedPoseNode

type: TWeakObjectPtr<...


description: Override point for derived classes to create their own proxy objects (allows custom allocation)

code: virtual [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy) * CreateAnimInstanceProxy()


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


className: UAnimPreviewAttacheInstance

description: This Instance only contains one AnimationAsset, and produce poses Used by Preview in AnimGraph, Playing single animation in Kismet2 and etc

code: class UAnimPreviewAttacheInstance : public [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance)


description: Add the delegate to be called when a key is set.

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddKeyCompleteDelegate ( FSimpleMulticastDelegate::FDelegate InOnSetKeyCompleteDelegate )


description: Can this animation instance run Update or Evaluation work in parallel.

code: virtual bool CanRunParallelWork() const


description: Enable Controllers This is used by when editing, when controller has to be disabled

code: void EnableControllers ( bool bEnable )


description:
Finds an already modified bone
the bone modification or NULL if no current modification was found

code: [FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) * FindModifiedBone ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bCurveController )


description: Preview physics interaction

code: void AddImpulseAtLocation ( FVector Impulse, FVector Location, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Returns all currently active bone controllers on this instance's proxy

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) > & GetBoneControllers()


description: Gets the external debug skeletal mesh component we are debugging

code: [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetDebugSkeletalMeshComponent() const


code: bool GetForceRetargetBasePose() const


description:
Modifies a single bone. Create a newFAnimNode_ModifyBoneif one does not exist for the passed-in bone.
the new or existing bone modification

code: [FAnimNode_ModifyBone](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_ModifyBone) & ModifyBone ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bCurveController )


code: int32 MontagePreview_FindFirstSectionAsInMontage ( int32 AnySectionIdx )


code: int32 MontagePreview_FindLastSection ( int32 StartSectionIdx )


code: void MontagePreview_JumpToEnd()


code: void MontagePreview_JumpToPosition ( float NewPosition )


description: Montage preview functions

code: void MontagePreview_JumpToStart()


code: void MontagePreview_PreviewAllSections ( bool bPlay )


code: void MontagePreview_PreviewNormal ( int32 FromSectionIdx, bool bPlay )


code: void MontagePreview_RemoveBlendOut()


code: void MontagePreview_SetLoopAllSections ( bool bIsLooping )


code: void MontagePreview_SetLoopAllSetupSections ( bool bIsLooping )


code: void MontagePreview_SetLooping ( bool bIsLooping )


code: void MontagePreview_SetLoopNormal ( bool bIsLooping, int32 PreferSectionIdx )


code: void MontagePreview_SetPlaying ( bool bIsPlaying )


code: void MontagePreview_SetReverse ( bool bInReverse )


code: void MontagePreview_StepBackward()


code: void MontagePreview_StepForward()


description: Advance montages

code: virtual void Montage_Advance ( float DeltaSeconds )


description: The below functions are the native overrides for each phase Native initialization override point


description: Refresh Curve Bone Controllers based on TransformCurves from Animation data

code: void RefreshCurveBoneControllers()


description: Removes an existing bone modification

code: void RemoveBoneModification ( const [FName](API\Runtime\Core\UObject\FName) & InBoneName, bool bCurveController )


code: void RemoveKeyCompleteDelegate ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InDelegateHandle )


description: Reset all bone modified

code: void ResetModifiedBone ( bool bCurveController )


description: Custom evaluate pose

code: virtual void RestartMontage ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, [FName](API\Runtime\Core\UObject\FName) FromSection )


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: Set New Asset - calls InitializeAnimation, for now we need MeshComponent

code: virtual void SetAnimationAsset ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * NewAsset, bool bIsLooping, float InPlayRate )


description: Sets an external debug skeletal mesh component to use to debug

code: void SetDebugSkeletalMeshComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent )


code: void SetForceRetargetBasePose ( bool ForceRetargetBasePose )


description: Convert current modified bone transforms (BoneControllers) to transform curves (CurveControllers) it does based on CurrentTime. This function does not set key directly here. It does wait until next update, and it gets the delta of transform before applying curves, and creates curves from it, so you'll need delegate if you'd like to do something after (set with SetKeyCompleteDelegate)

code: void SetKey()


description: Set SkeletalControl Alpha

code: void SetSkeletalControlAlpha ( float SkeletalControlAlpha )


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


className: UAnimPreviewInstance

code: class UAnimPreviewInstance : public [UAnimSingleNodeInstance](API\Runtime\Engine\Animation\UAnimSingleNodeInstance)

MontagePreviewType

type: TEnumAsByte< en...

description: Shared parameters for previewing blendspace or animsequence


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: Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph

code: virtual bool CanDuplicateNode() const


description: Returns null if aliasing more than one state.

code: [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * GetAliasedState() const


code: const [TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) > > & GetAliasedStates() const


code: [TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) > > & GetAliasedStates()


description: Name used as a seed when pasting nodes.

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


description: the input pin for this state

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const


description: Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() 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: the output pin for this state

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const


description: the name of this state

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


description: Gets the tooltip to display when over the node

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


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

code: virtual void PostPasteNode()


description: Called when this node is being renamed after a successful name validation

code: virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


description: UObject.

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


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


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

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


className: UAnimStateAliasNode

code: class UAnimStateAliasNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)


code: virtual void AllocateDefaultPins()


description: Autowire a newly created node.

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


code: virtual bool CanDuplicateNode() const


description: Destroy the specified node

code: virtual void DestroyNode()


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


description: Name used as a seed when pasting nodes.

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


description: the input pin for this state

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const


description: the output pin for this state

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const


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


description: the name of this state

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


description: any sub graphs (graphs that have this node as an outer) that this node might contain (e.g. composite, animation state machine etc.).

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GetSubGraphs() const


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


code: virtual void PostPasteNode()


code: virtual void PostPlacedNewNode()


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


className: UAnimStateConduitNode

code: class UAnimStateConduitNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)

BoundGraph

description: The transition graph for this conduit; it's a logic graph, not an animation graph.


code: [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetOutputNode() const


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


className: UAnimStateEntryNode

code: class UAnimStateEntryNode : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)


code: virtual void AllocateDefaultPins()


description: Autowire a newly created node.

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


code: virtual bool CanDuplicateNode() const


description: Destroy the specified node

code: virtual void DestroyNode()


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


description: the input pin for this state

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const


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


description: the output pin for this state

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const


description: the pose pin of the state sink node within the anim graph of this state

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPoseSinkPinInsideState() const


description: the name of this state

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


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GetSubGraphs() const


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


code: virtual void PostPasteNode()


code: virtual void PostPlacedNewNode()


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


className: UAnimStateNode

code: class UAnimStateNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)

bAlwaysResetOnEntry

description: Whether or not this state will ALWAYS reset it's state on reentry, regardless of remaining weight.

description: The animation graph for this state.

StateEntered

type: FAnimNotifyEven...

StateType

type: TEnumAsByte< EA...

description: The type of the contents of this state.


description: Determine if this node can be created under the specified schema

code: virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) 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: [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * GetAnimBlueprint() const


description: Name used as a seed when pasting nodes.

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


description: Gets the animation state node documentation link.

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


description: the input pin for this state

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const


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


description: the output pin for this state

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const


description: Populates the OutTransitions array with a list of transition nodes connected to this state.

code: virtual void GetTransitionList ( [TArray](API\Runtime\Core\Containers\TArray)< class [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * > & OutTransitions, bool bWantSortedList ) const


description: Create a name validator for this node

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const


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

code: virtual void JumpToDefinition() const


code: virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


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: virtual void PostPasteNode()


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 )


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


className: UAnimStateNodeBase

code: class UAnimStateNodeBase : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)


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: Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph

code: virtual bool CanDuplicateNode() const


code: void CopyCrossfadeSettings ( const [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * SrcNode )


code: void CreateConnections ( [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * PreviousState, [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * NextState )


code: void CreateCustomTransitionGraph()


description: Destroy the specified node

code: virtual void DestroyNode()


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


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


description: the input pin for this state

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const


description: Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)

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


description: Helper function to gather the transition nodes to be relinked by taking the graph selection into account as well. For example when relinking a transition holding several transition nodes but only a few are selected to be relinked.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * > GetListTransitionNodesToRelink ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldTargetPin, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & InSelectedGraphNodes )


code: [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * GetNextState() 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: the output pin for this state

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const


code: [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * GetPreviousState() const


description: the name of this state

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


description: any sub graphs (graphs that have this node as an outer) that this node might contain (e.g. composite, animation state machine etc.).

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GetSubGraphs() const


description: Gets the tooltip to display when over the node

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


description: Returns true if this nodes BoundGraph is shared with another node in the parent graph

code: bool IsBoundGraphShared() const


code: bool IsReverseTrans ( const [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * Node )


code: void MakeCrossfadeShareable ( [FString](API\Runtime\Core\Containers\FString) ShareName )


code: void MakeRulesShareable ( [FString](API\Runtime\Core\Containers\FString) ShareName )


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 a property on this object has been modified externally

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


code: virtual void PostLoad()


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: Perform any steps necessary prior to copying a node into the paste buffer

code: virtual void PrepareForCopying()


description: Relink transition head (where the arrow is of a state transition) to a new state.

code: void RelinkHead ( [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * NewTargetState )


code: void PropagateCrossfadeSettings()


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


code: void UseSharedCrossfade ( const [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * Node )


code: void UseSharedRules ( const [UAnimStateTransitionNode](API\Editor\AnimGraph\UAnimStateTransitionNode) * Node )


description: Validates any currently set blend profile, ensuring it's valid for the current skeleton

code: bool ValidateBlendProfile()


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

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


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


className: UAnimStateTransitionNode

code: class UAnimStateTransitionNode : public [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase)

AutomaticRuleTriggerTime

type: float

description: When should the automatic transition rule trigger relative to the time remaining on the relevant asset player: < 0 means trigger the transition 'Crossfade Duration' seconds before the end of the asset player, so a standard blend would finish just as the asset player ends >= 0 means trigger the transition 'Automatic Rule Trigger Time' seconds before the end of the asset player

description: Try setting the rule automatically based on most relevant asset player node's remaining time and the Automatic Rule Trigger Time of the transition, ignoring the internal time.

Bidirectional

description: This transition can go both directions

BlendMode

type: EAlphaBlendOpti...

BlendProfile

type: TObjectPtr<UBl...

description: The blend profile to use to evaluate this transition per-bone.

BoundGraph

description: The transition logic graph for this transition (returning a boolean)

bSharedCrossfade

description: The cross-fade settings of this node may be shared

bSharedRules

description: The rules for this transition may be shared with other transition nodes

CrossfadeDuration

description: The duration to cross-fade for.

CustomBlendCurve

type: TObjectPtr<UCu...

CustomTransitionGraph

description: The animation graph for this transition if it uses custom blending (returning a pose)

LogicType

type: TEnumAsByte<ET...

description: What transition logic to use.

PriorityOrder

description: The priority order of this transition.

SharedColor

type: FLinearColor

description: Color we draw in the editor as if we are shared

SharedCrossfadeGuid

type: FGuid

SharedRulesGuid

description: Shared rules guid useful when copying between different state machines

SharedRulesName

description: What we call this transition if we are shared ('Transition X to Y' can't be used since its used in multiple places)

SyncGroupNameToRequireValidMarkersRule

type: FName

description: If SyncGroupName is specified, Transition will only be taken if the SyncGroup has valid markers (other transition rules still apply in addition to that).


className: UBlendSpaceGraph

description: Dummy graph to hold sub-graphs for blendspaces. Not edited directly.

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

BlendSpace

description: Blendspace that we wrap.


className: UClassVariableCreator

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


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: Can this node be created under the specified schema.

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


description: Generates a title for the node based on its function and the context it is in

code: static [FText](API\Runtime\Core\Internationalization\FText) GenerateTitle ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Getter, [UAnimStateNodeBase](API\Editor\AnimGraph\UAnimStateNodeBase) * SourceStateNode, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * SourceNode )


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 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: Returns whether or not the providedUFunctionrequires the named parameter

code: static bool GetterRequiresParameter ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Getter, [FString](API\Runtime\Core\Containers\FString) ParamName )


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


description: Checks the cached context strings to make sure this getter is valid within the provided schema

code: bool IsContextValidForSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const


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: Passed to blueprint spawners to configure spawned nodes

code: void PostSpawnNodeSetup ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NewNode, bool bIsTemplateNode, [FNodeSpawnData](API\Editor\AnimGraph\FNodeSpawnData) SpawnData )


description: Fixes the SourceStateNode to be the state of the node's owner.

code: void RestoreStateMachineState()


description: Fixes the SourceNode to be the state machine owner of SourceStateNode (if it is not null)

code: void RestoreStateMachineNode()


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: Recache the title, used if the source node or source state changes

code: void UpdateCachedTitle()


description: Sets CachedTitle for a new node to be created

code: static void UpdateCachedTitle ( [FNodeSpawnData](API\Editor\AnimGraph\FNodeSpawnData) & SpawnData )


code: class UK2Node_AnimGetter : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)

CachedTitle

type: FText

description: Cached node title.

Contexts

type: TArray<FString...

description: List of valid contexts for the node.

GetterClass

type: TObjectPtr<UCl...

description: TheUAnimInstancederived class that implements the getter we are running.

SourceAnimBlueprint

type: TObjectPtr< con...

description: The anim blueprint that generated this getter.

SourceNode

type: TObjectPtr<UAn...

description: The node that is required for the getter.

SourceStateNode

description: UAnimStateNodedoesn't use the same hierarchy so we need to have a seperate property here to handle those.


description: Get the text used for the node's label.


code: class UK2Node_AnimNodeReference : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


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: 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: Gets the tooltip to display when over the node

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


code: UK2Node_PlayMontage ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_PlayMontage : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)


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: Can this node be created under the specified schema.

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


code: static [FText](API\Runtime\Core\Internationalization\FText) GetFriendlyName ( [ETransitionGetter::Type](API\Editor\AnimGraph\ETransitionGetter__Type) TypeID )


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 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


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const


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


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


description: Called before compilation begins, giving a blueprint time to force the linker to load data

code: virtual void PreloadRequiredAssets()


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

code: virtual bool ShowPaletteIconOnNode() const


code: UK2Node_TransitionRuleGetter ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UK2Node_TransitionRuleGetter : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


className: Basic

description: This category is special, "Basic" assets appear at the very top level and are not placed into any submenu. Arguably the basic category should not exist and should instead be user configurable on what they feel should be top level assets.

module: AssetDefinition


className: EAssetCategoryPaths

description: These are just some common asset categories. You're not at all limited to these, and can register an "Advanced" category with theIAssetTools::RegisterAdvancedAssetCategory.

code: struct EAssetCategoryPaths


className: FAssetActivateArgs

code: struct FAssetActivateArgs : public [FAssetArgs](API\Editor\AssetDefinition\FAssetArgs)

ActivationMethod

type: EAssetActivatio...


code: template<typename ExpectedObjectType> ExpectedObjectType * LoadFirstValid ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & LoadTags ) const


code: template<typename ExpectedObjectType> [TArray](API\Runtime\Core\Containers\TArray)< ExpectedObjectType * > LoadObjects ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & LoadTags, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > * OutAssetsThatFailedToLoad ) const


code: FAssetArgs ( TConstArrayView< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > InAssets )


className: FAssetArgs

code: struct FAssetArgs

Assets

type: TConstArrayView...


className: FAssetAutomaticMergeArgs

code: struct FAssetAutomaticMergeArgs

Flags

type: EMergeFlags

LocalAsset

type: UObject*

ResolutionCallback

type: FOnAssetMergeRe...


className: FAssetDiffArgs

code: struct FAssetDiffArgs

NewRevision

type: FRevisionInfo


className: FAssetFilterDataCache

code: struct FAssetFilterDataCache

Filters

type: TArray<FAssetF...


className: FAssetManualMergeArgs

code: struct FAssetManualMergeArgs


className: FAssetMergeResults

code: struct FAssetMergeResults

MergedPackage

type: UPackage*

Result

type: EAssetMergeResu...


className: FAssetOpenArgs

code: struct FAssetOpenArgs : public [FAssetArgs](API\Editor\AssetDefinition\FAssetArgs)

OpenMethod

type: EAssetOpenMetho...

ToolkitHost

type: TSharedPtr<ITo...


code: FAssetOpenSupport ( EAssetOpenMethod InOpenMethod, bool bInSupported )


code: FAssetOpenSupport ( EAssetOpenMethod InOpenMethod, bool bInSupported, [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) InRequiredToolkitMode )


className: FAssetOpenSupport

code: struct FAssetOpenSupport

IsSupported

type: bool

RequiredToolkitMode

type: TOptional<EToo...


className: FAssetOpenSupportArgs

code: struct FAssetOpenSupportArgs


className: FAssetSourceFilesArgs

code: struct FAssetSourceFilesArgs : public [FAssetArgs](API\Editor\AssetDefinition\FAssetArgs)

FilePathFormat

type: EPathUse


className: FAssetSourceFilesResult

code: struct FAssetSourceFilesResult

DisplayLabel

type: FString

description: The Label was used to display this source file in the property editor.

FileHash

description: The MD5 hash of the file when it was imported. Invalid when unknown.

FilePath

description: The file path in the format requested.

Timestamp

type: FDateTime

description: The timestamp of the file when it was imported (as UTC). 0 when unknown.


code: static [FAssetSupportResponse](API\Editor\AssetDefinition\FAssetSupportResponse) Error ( const [FText](API\Runtime\Core\Internationalization\FText) & ErrorText )


code: const [FText](API\Runtime\Core\Internationalization\FText) & GetErrorText() const


className: FAssetSupportResponse

description: No constructors are accessible with public or protected access.

code: struct FAssetSupportResponse


className: FRevisionInfo

description: Revision information for a single revision of a file in source control

code: struct FRevisionInfo


code: bool HasSubCategory() const


code: [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) operator/ ( const [FText](API\Runtime\Core\Internationalization\FText) & SubCategory ) const


code: FAssetCategoryPath ( const [FText](API\Runtime\Core\Internationalization\FText) & InCategory )


code: FAssetCategoryPath ( TConstArrayView< [FText](API\Runtime\Core\Internationalization\FText) > InCategoryPath )


code: FAssetCategoryPath ( const [FText](API\Runtime\Core\Internationalization\FText) & InCategory, const [FText](API\Runtime\Core\Internationalization\FText) & SubCategory )


code: FAssetCategoryPath ( const [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) & InCategory, const [FText](API\Runtime\Core\Internationalization\FText) & InSubCategory )


className: FAssetCategoryPath

description: The asset category path is how we know how to build menus around assets. For example, Basic is generally the ones we expose at the top level, where as everything else is a category with a pull out menu, and the subcategory would be where it gets placed in a submenu inside of there.

code: struct FAssetCategoryPath


className: FAssetFilterData

code: struct FAssetFilterData

DisplayText

type: FText

Filter

type: FARFilter

FilterCategories

type: TArray<FAssetC...


code: virtual EAssetCommandResult ActivateAssets ( const [FAssetActivateArgs](API\Editor\AssetDefinition\FAssetActivateArgs) & ActivateArgs ) const


code: virtual void BuildFilters ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetFilterData](API\Editor\AssetDefinition\Misc\FAssetFilterData) > & OutFilters ) const


code: virtual [FAssetSupportResponse](API\Editor\AssetDefinition\FAssetSupportResponse) CanDuplicate ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAsset ) const


description: Importing.

code: virtual bool CanImport() const


code: virtual [FAssetSupportResponse](API\Editor\AssetDefinition\FAssetSupportResponse) CanLocalize ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAsset ) const


description: Merging.

code: virtual bool CanMerge() const


description: If you add a new function, please create a struct for the Args. We'll be able to upgrade things easier. Please continue to use EAssetCommandResult andFAssetSupportResponse, for those kinds of commands.

code: virtual bool CanRegisterStatically() const


description: Common Queries.

code: virtual [FAssetSupportResponse](API\Editor\AssetDefinition\FAssetSupportResponse) CanRename ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAsset ) const


description: Gets a list of categories this asset is in, these categories are used to help organize

code: virtual TConstArrayView< [FAssetCategoryPath](API\Editor\AssetDefinition\Misc\FAssetCategoryPath) > GetAssetCategories() const


description: Returns additional tooltip information for the specified asset, if it has any.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetDescription ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description: Returns the name of this type

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetDisplayName ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description: Get open support for the method. Includes required information before we call OpenAsset.

code: virtual [FAssetOpenSupport](API\Editor\AssetDefinition\FAssetOpenSupport) GetAssetOpenSupport ( const [FAssetOpenSupportArgs](API\Editor\AssetDefinition\FAssetOpenSupportArgs) & OpenSupportArgs ) const


description: Filtering.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAssetFilterDataCache](API\Editor\AssetDefinition\FAssetFilterDataCache) > GetFilters() const


description: Returns icon brush unique for the given asset data. Returning null falls back to class icon brush.

code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetIconBrush ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, const [FName](API\Runtime\Core\UObject\FName) InClassName ) const


description: Extras.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetObjectDisplayNameText ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Return the source files that was used to generate/import the asset

code: virtual EAssetCommandResult GetSourceFiles ( const [FAssetSourceFilesArgs](API\Editor\AssetDefinition\FAssetSourceFilesArgs) & InArgs, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FAssetSourceFilesResult](API\Editor\AssetDefinition\FAssetSourceFilesResult) &InSourceFile)> SourceFileFunc ) const


description: Deprecated* This override will be removed because it doesn't account that the resolution of a relative path to its absolute path may varies based on the asset implementation.

code: virtual EAssetCommandResult GetSourceFiles ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAsset, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FAssetImportInfo](API\Runtime\Engine\EditorFramework\FAssetImportInfo) &AssetImportData)> SourceFileFunc ) const


description: Returns thumbnail brush unique for the given asset data. Returning null falls back to class thumbnail brush.

code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetThumbnailBrush ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, const [FName](API\Runtime\Core\UObject\FName) InClassName ) const


description: Optionally returns a custom widget to overlay on top of this assets' thumbnail

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetThumbnailOverlay ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) const


description: Returns the thumbnail info for the specified asset, if it has one. This typically requires loading the asset.

code: virtual [UThumbnailInfo](API\Runtime\Engine\EditorFramework\UThumbnailInfo) * LoadThumbnailInfo ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData ) const


code: virtual EAssetCommandResult Merge ( const [FAssetAutomaticMergeArgs](API\Editor\AssetDefinition\FAssetAutomaticMergeArgs) & MergeArgs ) const


code: virtual EAssetCommandResult Merge ( const [FAssetManualMergeArgs](API\Editor\AssetDefinition\FAssetManualMergeArgs) & MergeArgs ) const


description: Diffing Assets.

code: virtual EAssetCommandResult PerformAssetDiff ( const [FAssetDiffArgs](API\Editor\AssetDefinition\FAssetDiffArgs) & DiffArgs ) const


description: BeginUObject.

code: virtual void PostCDOContruct()


description: Common Operations.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > PrepareToActivateAssets ( const [FAssetActivateArgs](API\Editor\AssetDefinition\FAssetActivateArgs) & ActivateArgs ) const


className: UAssetDefinition

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

IncludeClassInFilter

type: EIncludeClassIn...


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


className: bHasShutDown

code: static bool bHasShutDown = false;


code: static [UAssetDefinitionRegistry](API\Editor\AssetDefinition\UAssetDefinitionRegistry) * Get()


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UAssetDefinition](API\Editor\AssetDefinition\UAssetDefinition) > > GetAllAssetDefinitions() const


code: const [UAssetDefinition](API\Editor\AssetDefinition\UAssetDefinition) * GetAssetDefinitionForAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & Asset ) const


code: const [UAssetDefinition](API\Editor\AssetDefinition\UAssetDefinition) * GetAssetDefinitionForClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class ) const


description: NormallyUAssetDefinitionRegistryare registered automatically by their CDO. The only reason you need to do this is if you're forced to dynamically create theUAssetDefinitionat runtime. The original reason for this function was to be able to create wrappers for the to be replacedIAssetTypeActions, that you can access AssetDefinition versions of any IAssetType making the upgrade easier.

code: void RegisterAssetDefinition ( [UAssetDefinition](API\Editor\AssetDefinition\UAssetDefinition) * AssetDefinition )


className: Singleton

code: static [UAssetDefinitionRegistry](API\Editor\AssetDefinition\UAssetDefinitionRegistry) * Singleton = nullptr;


code: void UnregisterAssetDefinition ( [UAssetDefinition](API\Editor\AssetDefinition\UAssetDefinition) * AssetDefinition )


className: UAssetDefinitionRegistry

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


description: Binding to get the base color of this asset tag item

module: AssetTagsEditor

code: WidgetArgsType & BaseColor &40; const TAttribute< FLinearColor > & InAttribute &41;


description: Constructs this widget with InArgs

code: void Construct ( const [FArguments](API\Editor\AssetTagsEditor\SAssetTagItem\FArguments) & InArgs )


description: Binding to get the count text of this asset tag item (unset to omit the count UI)

code: WidgetArgsType & CountText &40; const TAttribute< FText > & InAttribute &41;


description: Binding to get the display name of this asset tag item (must be set)

code: WidgetArgsType & DisplayName &40; const TAttribute< FText > & InAttribute &41;


description: Binding to check whether the check box of the asset tag item is enabled

code: WidgetArgsType & IsCheckBoxEnabled &40; const TAttribute< bool > & InAttribute &41;


description: Binding to get the highlight text of the asset tag view

code: WidgetArgsType & HighlightText &40; const TAttribute< FText > & InAttribute &41;


description: Binding to check whether the check box of the asset tag item is currently in a checked state (unset to always disable the check box)

code: WidgetArgsType & IsChecked &40; const TAttribute< ECheckBoxState > & InAttribute &41;


description: Binding to check whether the asset tag item name is read-only (disables the name edit UI)

code: WidgetArgsType & IsNameReadOnly &40; const TAttribute< bool > & InAttribute &41;


description: Callback to check if the asset tag item is selected (should only be hooked up if a parent widget is handling selection or focus)

code: WidgetArgsType & IsSelected &40; const FIsSelected & InDelegate &41;


description: Callback when the asset tag item name starts to be edited

code: WidgetArgsType & OnBeginNameEdit &40; const FOnBeginTextEdit & InDelegate &41;


description: Callback used to build the tooltip info box for this asset tag item

code: WidgetArgsType & OnBuildToolTipInfo &40; const FOnBuildAssetTagItemToolTipInfo & InDelegate &41;


description: Callback when the checked state of the asset tag item check box is checked or unchecked (unset to always disable the check box)

code: WidgetArgsType & OnCheckStateChanged &40; const FOnCheckStateChanged & InDelegate &41;


description: Callback when the asset tag item name is committed (unset to omit the name edit UI)

code: WidgetArgsType & OnNameCommitted &40; const FOnTextCommitted & InDelegate &41;


description: Called to validate the asset tag item name (called during changes and during commit)

code: WidgetArgsType & OnVerifyName &40; const FOnVerifyTextChanged & InDelegate &41;


description: Should this asset tag item use the standard or compact view?

code: WidgetArgsType & ViewMode &40; EAssetTagItemViewMode InArg &41;


description: Binding to get the warning text of this asset tag item (unset to omit the warning UI)

code: WidgetArgsType & WarningText &40; const TAttribute< FText > & InAttribute &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SAssetTagItem >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SAssetTagItem

description: A single asset tag item in the tags and collections tree.

code: class SAssetTagItem : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void Construct ( const typename [STableRow](API\Runtime\Slate\Widgets\Views\STableRow)< ItemType >::[FArguments](API\Runtime\Slate\Widgets\Layout\SBorder\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & InOwnerTableView )


description: Set the inner content of this row, preserving any extra UI (such as the expander arrows for tree views) that was added by ConstructChildren

code: virtual void SetContent ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InContent )


className: SAssetTagItemTableRow

description: Custom table row used to contain asset tag items within list and tree views

code: template<typename ItemType> class SAssetTagItemTableRow : public [STableRow< ItemType >](API\Runtime\Slate\Widgets\Views\STableRow)


code: void SetIsDropTarget ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< bool > & InIsDropTarget )


description: Allows overriding asset activation to perform asset type specific activation for the supplied assets. This happens when the user double clicks, presses enter, or presses space. Return true if you have overridden the behavior.

module: AudioEditor

code: virtual bool AssetsActivatedOverride ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [EAssetTypeActivationMethod::Type](API\Developer\AssetTools\EAssetTypeActivationMethod__Type) ActivationType )


description: Returns true if this class can be used as a filter in the content browser

code: virtual bool CanFilter()


description: Returns the categories that this asset type appears in. The return value is one or more flags from EAssetTypeCategories.

code: virtual uint32 GetCategories()


description: IAssetTypeActionsImplementation.

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


description: Get the supported class of this type.

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