description: Exposes a pin corresponding to the specified element name.

code: void ExposeEnumElementAsPin ( [FName](API\Runtime\Core\UObject\FName) EnumElementName )


description: Customize pin data based on the input

module: AnimGraph

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


code: virtual [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetEnum() 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:
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 a list of actions that can be done to this particular node

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


description: Gets information about the specified pin. If both bIsPosePin and bIsTimePin are false, the index is meaningless.

code: static void GetPinInformation ( const [FString](API\Runtime\Core\Containers\FString) & InPinName, int32 & Out_PinIndex, bool & Out_bIsPosePin, bool & Out_bIsTimePin )


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

code: virtual void PreloadRequiredAssets()


code: virtual void ReloadEnum ( class [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum )


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


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: virtual bool ShouldBeReconstructedAfterEnumChanged() 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_BlendListByEnum ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UAnimGraphNode_BlendListByEnum : public [UAnimGraphNode_BlendListBase](API\Editor\AnimGraph\UAnimGraphNode_BlendListBase), public [INodeDependingOnEnumInterface](API\Editor\BlueprintGraph\INodeDependingOnEnumInterface)

BoundEnum

type: TObjectPtr<UEn...

description: Name of the enum being switched on

VisibleEnumEntries

type: TArray<FName>


description: Adds a new pose pin.

code: virtual void AddPinToBlendList()


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()


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


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


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


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


code: [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * GetBlendSpace() 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 [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: 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: Util to determine is an asset class is an aim offset

code: static bool IsAimOffsetBlendSpace ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * BlendSpaceClass )


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

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


code: virtual void PreloadRequiredAssets()


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


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


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


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


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) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) 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


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


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


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


description: Helper function for AddGraph/ReplaceGraph - builds the new graph but doesn't add it to Graphs array.

code: [UAnimationBlendSpaceSampleGraph](API\Editor\AnimGraph\UAnimationBlendSpaceSampleGraph) * AddGraphInternal ( [FName](API\Runtime\Core\UObject\FName) InSampleName, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSequence )


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


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


description: Adds a new graph to the internal array.

code: [UAnimationBlendSpaceSampleGraph](API\Editor\AnimGraph\UAnimationBlendSpaceSampleGraph) * AddGraph ( [FName](API\Runtime\Core\UObject\FName) InSampleName, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSequence )


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: Destroy the specified node

code: virtual void DestroyNode()


description: Helper function for compilation.

code: [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * ExpandGraphAndProcessNodes ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * SourceRootNode, [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [IAnimBlueprintGeneratedClassCompiledData](API\Editor\AnimGraph\IAnimBlueprintGeneratedClassComp-) & OutCompiledData )


description: Access the 'dummy' blendspace graph.

code: [UBlendSpaceGraph](API\Editor\AnimGraph\UBlendSpaceGraph) * GetBlendSpaceGraph() const


description: Get the name of the blendspace graph.


description: Access the graphs for each sample.

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) *const > GetGraphs() const


description: Get the name of the blendspace.


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: Bydefault return any animation assets we have.

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


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

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


description:
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 [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() 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: Returns the sample index associated with the graph, or -1 if not found

code: int32 GetSampleIndex ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) 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


description: the sync group name assigned to this node


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)< [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const


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

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


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

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


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

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


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

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


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

code: virtual void PreloadRequiredAssets()


description: Removes the graph at the specified index.

code: void RemoveGraph ( int32 InSampleIndex )


description: Replaces the graph at the specified index.

code: void ReplaceGraph ( int32 InSampleIndex, [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InSequence )


description: Set the sync group name assigned to this node.

code: void SetSyncGroupName ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Setup this node from the specified asset.

code: void SetupFromAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, bool bInIsTemplateNode )


description: Setup this node from the specified class.

code: void SetupFromClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) > InBlendSpaceClass, bool bInIsTemplateNode )


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

BlendSpace

type: TObjectPtr<UBl...

description: Internal blendspace.

BlendSpaceClass

type: TSubclassOf<UB...

description: Blendspace class, for template nodes.

BlendSpaceGraph

description: Dummy blendspace graph (used for navigation only)

Graphs

type: TArray<TObject...

description: Linked animation graphs for sample points.

SkeletonName

type: FString

description: Skeleton name used for filtering unloaded assets.


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

code: virtual bool DoesSupportTimeForTransitionGetter() const


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: 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


code: virtual const TCHAR * GetTimePropertyName() const


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

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


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

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


description: Override point for OverrideAssets.

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


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


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

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


description: 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 )


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


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


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


code: static void AddRangePropertyRow ( const [FText](API\Runtime\Core\Internationalization\FText) & Name, const [FText](API\Runtime\Core\Internationalization\FText) & Tooltip, [IDetailCategoryBuilder](API\Editor\PropertyEditor\IDetailCategoryBuilder) & Category, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, const [FName](API\Runtime\Core\UObject\FName) MinPropertyName, const [FName](API\Runtime\Core\UObject\FName) MaxPropertyName, [TAttribute](API\Runtime\Core\Misc\TAttribute)< [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) > VisibilityAttribute )


code: static void AddTripletPropertyRow ( const [FText](API\Runtime\Core\Internationalization\FText) & Name, const [FText](API\Runtime\Core\Internationalization\FText) & Tooltip, [IDetailCategoryBuilder](API\Editor\PropertyEditor\IDetailCategoryBuilder) & Category, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, const [FName](API\Runtime\Core\UObject\FName) XPropertyName, const [FName](API\Runtime\Core\UObject\FName) YPropertyName, const [FName](API\Runtime\Core\UObject\FName) ZPropertyName, [TAttribute](API\Runtime\Core\Misc\TAttribute)< [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) > VisibilityAttribute )


description: Should non-curve mapping values be shown (multiplier, range)?

code: static [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) AreNonCurveMappingValuesVisible ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailLayoutBuilder )


code: static [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) AreRemappingValuesVisible ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailLayoutBuilder )


description: Should destination bone or morph target properties be visible.

code: static [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) AreTargetBonePropertiesVisible ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailLayoutBuilder )


code: static [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) AreTargetCurvePropertiesVisible ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailLayoutBuilder )


code: static [FText](API\Runtime\Core\Internationalization\FText) ComponentTypeToText ( [EComponentType::Type](API\Runtime\Engine\Animation\EComponentType__Type) Component )


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: Can customize details tab

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


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: 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

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 )


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


code: UAnimGraphNode_BoneDrivenController ( 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: 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:
Override this function to push an editor mode when this node is selected
the editor mode to use when this node is selected

code: virtual FEditorModeID GetEditorMode() const


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


description: Editor node for CCDIK IK skeletal controller.

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


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

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


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


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


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


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


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


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


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


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


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


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


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


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

code: virtual bool UsingCopyPoseFromMesh() const


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


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


description: Gets the menu category this node belongs in.

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


description: Supply curves from some external source (e.g. audio)

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


description: Add Source and Target Properties - CheckFAnimNode_CustomProperty.

code: void AddSourceTargetProperties ( const [FName](API\Runtime\Core\UObject\FName) & InSourcePropertyName, const [FName](API\Runtime\Core\UObject\FName) & InTargetPropertyName )


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

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


description: Override point to create custom pins

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


description: Can customize details tab

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


description: Internal node accessor

code: virtual [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode()


code: virtual const [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode() const


description: Gets the property on InOwnerInstanceClass that corresponds to InInputPin.

code: void GetInstancePinProperty ( const [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) & InCompilationContext, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InInputPin, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty )


description: Bydefault return any animation assets we have.

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


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

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


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

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


description: Gets the unique name for the property linked to a given pin.

code: [FString](API\Runtime\Core\Containers\FString) GetPinTargetVariableName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const


description: Gets the unique name for the property linked to a given pin name.

code: [FString](API\Runtime\Core\Containers\FString) GetPinTargetVariableName ( [FName](API\Runtime\Core\UObject\FName) InPinName ) const


description: Helper function for GetPinTargetVariableName.

code: [FString](API\Runtime\Core\Containers\FString) GetPinTargetVariableNameBase ( [FName](API\Runtime\Core\UObject\FName) InPinName ) const


description: Gets a property's type asFText(for UI)

code: [FText](API\Runtime\Core\Internationalization\FText) GetPropertyTypeText ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


description: Helper used to get the skeleton class we are targeting.

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


description: Gets Target Class this properties to link.

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


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

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


description: Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).

code: virtual bool HasExternalDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< class [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const


description: Check whether the named pin is bindable.

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


description: Check whether the specified property is structural (i.e. should we rebuild the UI if it changes)

code: virtual bool IsStructuralProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: Whether this node needs a valid target class up-front.

code: virtual bool NeedsToSpecifyValidTargetClass() const


description: User changed the instance class.

code: void OnInstanceClassChanged ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailBuilder )


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

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


description: 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: --UI CALLBACKS -- // User changed the instance class etc.

code: void OnStructuralPropertyChanged ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailBuilder )


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 after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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

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


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

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


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

code: void SetCustomPinVisibility ( bool bInVisible, int32 InOptionalPinIndex )


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: class UAnimGraphNode_CustomProperty : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base), public [IClassVariableCreator](API\Editor\AnimGraph\IClassVariableCreator)

CustomPinProperties

type: TArray<FOption...

description: Exposed pin data for custom properties


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

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


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

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


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


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


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


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: 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


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


description: Editor node for FABRIK IK skeletal controller.

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


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


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


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


code: class UAnimGraphNode_IdentityPose : public [UAnimGraphNode_RefPoseBase](API\Editor\AnimGraph\UAnimGraphNode_RefPoseBase)


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


description: Adds a new pose pin.

code: virtual void AddPinToBlendByFilter()


description: Can customize details tab

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


description: Gets the menu category this node belongs in.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetNodeCategory() 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) 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: 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: Called before compilation begins, giving a blueprint time to force the linker to load data

code: virtual void PreloadRequiredAssets()


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


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


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


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


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


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


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


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


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


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


code: virtual [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode()


code: virtual const [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode() const


description: Get external graphs to display for this node.

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


description: BeginUAnimGraphNode_LinkedAnimGraphBase.

code: virtual [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode()


code: virtual const [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode() 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 )


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


description: BeginUEdGraphNode.

code: virtual void PostPasteNode()


code: class UAnimGraphNode_LinkedAnimGraph : public [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-), public [IK2Node_ExternalGraphInterface](API\Editor\BlueprintGraph\IK2Node_ExternalGraphInterface)


description: BeginUObject.

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


description: Called pre-compilation to allocate pose links.

code: void AllocatePoseLinks()


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: Generates widgets for exposing/hiding Pins for this node using the provided detail builder

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


description: Gets path to the currently selected instance class' blueprint.

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


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


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > GetEventNodeAction ( const [FText](API\Runtime\Core\Internationalization\FText) & ActionCategory )


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: Node accessor.


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


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: 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: Handler for when the function reference gets re-resolved on node reconstruction.

code: virtual void HandleFunctionReferenceChanged ( [FName](API\Runtime\Core\UObject\FName) InNewName )


description: Finds out whether there is a loop in the graph formed by linked instances from this node.

code: bool HasInstanceLoop()


description: Finds out whether there is a loop in the graph formed by linked instances from CurrNode, used by HasInstanceLoop. VisitedNodes and NodeStack are required to track the graph links VisitedNodes - Node we have searched the links of, so we don't do it twice NodeStack - The currently considered chain of nodes. If a loop is detected this will contain the chain that causes the loop

code: static bool HasInstanceLoop_Recursive ( [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-) * CurrNode, [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & VisitedNodes, [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & NodeStack )


description: Check whether the specified property is structural (i.e. should we rebuild the UI if it changes)

code: virtual bool IsStructuralProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: Helper func for generating pins.

code: void IterateFunctionParameters ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FName](API\Runtime\Core\UObject\FName) &, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) &)> InFunc ) const


description: Whether this node needs a valid target class up-front.

code: virtual bool NeedsToSpecifyValidTargetClass() const


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

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


description: Instance blueprint was changed by user.

code: void OnSetInstanceBlueprint ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * InDetailBuilder )


description: Filter callback for blueprints (only accept matching skeletons/interfaces)

code: virtual bool OnShouldFilterInstanceBlueprint ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


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

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


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

code: virtual bool ShouldShowAttributesOnPins() 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: class UAnimGraphNode_LinkedAnimGraphBase : public [UAnimGraphNode_CustomProperty](API\Editor\AnimGraph\UAnimGraphNode_CustomProperty), public [IK2Node_EventNodeInterface](API\Editor\BlueprintGraph\IK2Node_EventNodeInterface)

bIsInterfaceBlueprint

type: bool

description: Interface flag used for filtering unloaded classes.

bIsTemplateAnimBlueprint

description: Template flag used for filtering unloaded classes.

FunctionReference

type: FMemberReferenc...

description: Reference to the stub function that this node uses.

SkeletonName

description: Skeleton name used for filtering unloaded classes.


description: Override point to create custom pins

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


description: Can customize details tab

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


description: Gets path to the currently selected instance class' blueprint.

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


code: virtual [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode()


code: virtual const [FAnimNode_CustomProperty](API\Runtime\Engine\Animation\FAnimNode_CustomProperty) * GetCustomPropertyNode() const


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


description: Helper function to get the interface graph GUID currently in use by the selected layer.


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: Helper function to get the interface currently in use by the selected layer.

code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > GetInterfaceForLayer() const


description: Bydefault return any animation assets we have.

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


description: Gets the name of the layer we refer to.


description: --UI CALLBACKS -- // Handlers for layer combo

code: void GetLayerNames ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) >> & OutStrings, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SToolTip](API\Runtime\Slate\Widgets\SToolTip) >> & OutToolTips, [TArray](API\Runtime\Core\Containers\TArray)< bool > & OutRestrictedItems )


description: BeginUAnimGraphNode_LinkedAnimGraphBase.

code: virtual [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode()


code: virtual const [FAnimNode_LinkedAnimGraph](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimGraph) * GetLinkedAnimGraphNode() 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


code: void GetLinkTarget ( [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutTargetGraph, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) *& OutTargetBlueprint ) 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 property corresponding to a pin. For array element pins returns the outer array property. Returns null if a property cannot be found.

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


description: Helper used to get the skeleton class we are targeting.

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


description: Get the preview node, if any, when instanced in an animation blueprint and debugged.

code: [FAnimNode_LinkedAnimLayer](API\Runtime\Engine\Animation\FAnimNode_LinkedAnimLayer) * GetPreviewNode() const


description: Gets the tooltip to display when over the node

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


description: Handler for when the function reference gets re-resolved on node reconstruction.

code: virtual void HandleFunctionReferenceChanged ( [FName](API\Runtime\Core\UObject\FName) InNewName )


code: void HandleSetObjectBeingDebugged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InDebugObj )


code: bool HasAvailableLayers() const


description: Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).

code: virtual bool HasExternalDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< class [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const


code: bool HasValidNonSelfLayer() 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: Check whether the specified property is structural (i.e. should we rebuild the UI if it changes)

code: virtual bool IsStructuralProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


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

code: virtual void JumpToDefinition() const


description: Filter callback for blueprints (only accept matching skeletons/interfaces)

code: virtual bool OnShouldFilterInstanceBlueprint ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


code: void OnLayerChanged ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) * DetailBuilder )


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

code: virtual void ReconstructNode()


description: Sets the name of the layer we refer to.

code: void SetLayerName ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Helper function to setup a newly spawned node.

code: void SetupFromLayerId ( [FName](API\Runtime\Core\UObject\FName) InLayerId )


description: Optionally updates layer GUID if it is invalid.

code: void UpdateGuidForLayer()


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

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


description: Used during compilation to check if the blueprint structure causes any circular references or nested linked layer nodes.

code: void ValidateCircularRefAndNesting ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * CurrentGraph, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > & AllGraphs, [TArray](API\Runtime\Core\Containers\TArray)< const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > GraphStack, bool bWithinLinkedLayerGraph, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


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


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

code: virtual bool CanUserDeleteNode() const


description: Conform input pose name according to function

code: void ConformInputPoseName()


description: IClassVariableCreatorinterface

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


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


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 ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & InCompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph )


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: UEdGraphNodeinterface

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


code: class UAnimGraphNode_LinkedAnimLayer : public [UAnimGraphNode_LinkedAnimGraphBase](API\Editor\AnimGraph\UAnimGraphNode_LinkedAnimGraphBa-)

InterfaceGuid

type: FGuid

description: Guid of the named layer graph we refer to

SetObjectBeingDebuggedHandle

type: FDelegateHandle

description: Handle used to hook into object being debugged changing.


description: the number of parameter inputs this node provides. This is either determined via the Inputs array or via the FunctionReference.

code: int32 GetNumInputs() 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: Determine if a node of this type can be created for the specified graph.

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


description: Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).

code: virtual bool HasExternalDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const


description: Helper function for iterating stub function parameters

code: void IterateFunctionParameters ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FName](API\Runtime\Core\UObject\FName) &, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) &)> InFunc ) const


description: whether this node is editable. Non-editable nodes are implemented from function interfaces

code: bool IsEditable() const


description: Make a name widget for this linked input pose node

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeNameWidget ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


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

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


description: UObjectinterface

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


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: Promotes the node from being a part of an interface override to a full function that allows for parameter and result pin additions

code: void PromoteFromInterfaceOverride()


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

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


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

code: virtual bool ShouldShowAttributesOnPins() const


description: Validate pose index against the function reference (used to determine whether we should exist or not)


code: class UAnimGraphNode_LinkedInputPose : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base), public [IClassVariableCreator](API\Editor\AnimGraph\IClassVariableCreator)

FunctionReference

description: Reference to the stub function we use to build our parameters

InputPoseIndex

description: The index of the input pose, used alongside FunctionReference to build parameters

Inputs

type: TArray<FAnimBl...


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


description: Create any output pins necessary for this node.

code: virtual void CreateOutputPins()


code: class UAnimGraphNode_LocalRefPose : public [UAnimGraphNode_RefPoseBase](API\Editor\AnimGraph\UAnimGraphNode_RefPoseBase)


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

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


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


description: Gets the tooltip to display when over the node

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


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


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

code: virtual FEditorModeID GetEditorMode() const


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

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


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


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


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


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


code: virtual void CreateOutputPins()


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


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


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


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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() 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: 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: 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: Called when a property on this object has been modified externally

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


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

code: virtual void PostLoad()


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

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


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

code: virtual void PreloadRequiredAssets()


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


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


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 )


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


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

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


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


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


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


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: Easy way to modify curve values on a pose

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


description: Adds a new pose pin.

code: virtual void AddPinToBlendNode()


description: Gets the menu category this node belongs in.

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


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

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


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

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


code: virtual void PostPlacedNewNode()


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

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


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


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


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


description: Create a visual widget to represent this node in a graph editor or graph panel. If not implemented, the default node factory will be used.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphNode](API\Editor\GraphEditor\SGraphNode) > CreateVisualWidget()


description: Can customize details tab

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


description: Returns the short descriptive name of the controller.

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


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 const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() 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: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


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


description: This allows you to observe the state of a bone at a particular point in the graph, showing it in any space and optionally relative to the reference pose.

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


description: Interface to support transition getter.

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


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


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


code: virtual [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode()


code: virtual const [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() const


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

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


description: Returns whether this node supports the supplied asset class

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


code: class UAnimGraphNode_PoseBlendNode : public [UAnimGraphNode_PoseHandler](API\Editor\AnimGraph\UAnimGraphNode_PoseHandler)


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


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


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


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

code: virtual void PreloadRequiredAssets()


description: Virtual voidGetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) constoverride;

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


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


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


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


description: Adds a new target, reallocating transforms array appropriately

code: void AddNewTarget()


description: Automatically modify TargetScale for each PoseTarget, based on distance to nearest neighbor

code: void AutoSetTargetScales ( float & OutMaxDistance )


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: Util to replace current contents of PoseTargets with info from assigned PoseAsset

code: void CopyTargetsFromPoseAsset()


description: Return the color for a given weight. Used for Details and EditMode

code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetColorFromWeight ( float InWeight )


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

code: virtual FEditorModeID GetEditorMode() const


description: Returns the pose-driver its driven bones by name

code: void GetDrivingBoneNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


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 body tine

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


code: virtual const [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() const


code: virtual [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode()


description: Get the current preview node instance

code: [FAnimNode_PoseDriver](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseDriver) * GetPreviewPoseDriverNode() const


description: Returns the pose-driver its source bones by name

code: void GetSourceBoneNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


description: Gets the tooltip to display when over the node

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


code: virtual bool IsPoseAssetRequired()


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: Reallocates transforms arrays as necessary to accommodate source bones

code: void ReserveTargetTransforms()


description: UObjectinterface

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


description: Set the pose-driver its driven bones by name

code: void SetDrivingBones ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


code: void SetPoseDriverOutput ( EPoseDriverOutput DriverOutput )


code: void SetPoseDriverSource ( EPoseDriverSource DriverSource )


code: void SetRBFParameters ( [FRBFParams](API\Runtime\AnimGraphRuntime\RBF\FRBFParams) Parameters )


description: Sets the pose-driver its source bones by name

code: void SetSourceBones ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


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 ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * ForSkeleton, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )


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


code: class UAnimGraphNode_PoseDriver : public [UAnimGraphNode_PoseHandler](API\Editor\AnimGraph\UAnimGraphNode_PoseHandler)

AxisLength

type: float

description: Length of axis in world units used for debug drawing

bDrawDebugCones

description: If checked the cones will be drawn in 3d for debugging

CachedNodeTitles

type: FNodeTitleTextT...

description: ConstructingFTextstrings can be costly, so we cache the node's title

ConeSubdivision

description: Number of subdivisions / lines used when debug drawing a cone

LastPreviewComponent

type: TObjectPtr<USk...

description: Used to refer back to preview instance in anim tools

SelectedTargetChangeDelegate

type: FSimpleMulticas...

description: Delegate to call when selection changes

SelectedTargetIndex

description: Used to indicate selected target to edit mode drawing


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


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


code: virtual [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode()


code: virtual const [FAnimNode_PoseHandler](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_PoseHandler) * GetPoseHandlerNode() const


code: virtual bool IsPoseAssetRequired()


description: Override point for OverrideAssets.

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


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

code: virtual void PreloadRequiredAssets()


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


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


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


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


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


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


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


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


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 draw color of a node's title bar

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


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


description: Gets the menu category this node belongs in.

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


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


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


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


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: bool AreAnyBodiesHidden() const


code: bool AreAnyConstraintsHidden() const


description: Can customize details tab

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


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


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

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


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

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


code: void ToggleConstraintVisibility()


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


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


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: 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: Get the link to the documentation.

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


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() 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: Whether or not you can add a pose watch on this node.

code: virtual bool IsPoseWatchable() const


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

code: virtual bool IsSinkNode() const


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

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


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


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


description: Customize pin data based on the input

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


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) GetTooltipText() const


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


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


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


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


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