description: Adds a multiple of Vector Keys to the specified Animation Curve inside of the given Animation Sequence

code: static void AddVectorCurveKeys ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vectors )


description: Adds a Transformation Key to the specified Animation Curve inside of the given Animation Sequence

module: AnimationBlueprintLibrary

code: static void AddTransformationCurveKey ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const float Time, const FTransform & Transform )


description: Adds a multiple of Transformation Keys to the specified Animation Curve inside of the given Animation Sequence

code: static void AddTransformationCurveKeys ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & Transforms )


description: Adds a Vector Key to the specified Animation Curve inside of the given Animation Sequence

code: static void AddVectorCurveKey ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, const float Time, const FVector Vector )


description: Adds a Virtual Bone between the Source and Target Bones to the given Animation Sequence

code: static void AddVirtualBone ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) SourceBoneName, [FName](API\Runtime\Core\UObject\FName) TargetBoneName, [FName](API\Runtime\Core\UObject\FName) & VirtualBoneName )


description: Checks whether or not the given Animation Asset contains Meta Data Instance of the specified Meta Data Class

code: static bool ContainsMetaDataOfClass ( const [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimationAsset, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) > MetaDataClass )


description: Ensures that any curve names that do not exist on the NewSkeleton are added to it, in which case the SmartName on the actual curve itself will also be updated

code: static void CopyAnimationCurveNamesToSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * OldSkeleton, [USkeleton](API\Runtime\Engine\Animation\USkeleton) * NewSkeleton, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * SequenceBase, ERawCurveTrackTypes CurveType )


description: Copies animation notifies from Src Animation Sequence to Dest. Creates anim notify tracks as necessary. Returns true on success.

code: static void CopyAnimNotifiesFromSequence ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * SourceAnimationSequenceBase, [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * DestinationAnimationSequenceBase, bool bDeleteExistingNotifies )


description: Deprecated* This function is no longer used.

code: static bool DoesBoneCurveNameExistInternal ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [FName](API\Runtime\Core\UObject\FName) BoneName )


code: static bool DoesBoneNameExistInternal ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Checks whether or not the given Bone Name exist on the Skeleton referenced by the given Animation Sequence

code: static void DoesBoneNameExist ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) BoneName, bool & bExists )


description: Checks whether or not the given Curve Name exist on the Skeleton referenced by the given Animation Sequence

code: static bool DoesCurveExist ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, ERawCurveTrackTypes CurveType )


code: static bool DoesSmartNameExist ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) Name )


code: static bool DoesVirtualBoneNameExistInternal ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [FName](API\Runtime\Core\UObject\FName) BoneName )


code: static bool EvaluateRootBoneTimecodeAttributesAtTime ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const float EvalTime, [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & OutQualifiedFrameTime )


description: Since the subframe component ofFFrameTimeis clamped to the range [0.0, 1.0), it cannot accurately represent the use case where the timecode metadata represents subframe values as whole numbered subframes instead of as a percentage of a frame the way the engine does. The subframe component of theFQualifiedFrameTimereturned byEvaluateRootBoneTimecodeAttributesAtTime()may not reflect the authored subframe metadata in that case.

code: static bool EvaluateRootBoneTimecodeSubframeAttributeAtTime ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const float EvalTime, float & OutSubframe )


description: Apply all the changes made to Bone Tracks to Finalize. This triggers recompression. Note that this is expensive, but will require to get correct compressed data

code: static void FinalizeBoneAnimation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )


description: Finds the Bone Path from the given Bone to the Root Bone

code: static void FindBonePathToRoot ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) BoneName, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BonePath )


description: Retrieves the Additive Animation type for the given Animation Sequence

code: static void GetAdditiveAnimationType ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum EAdditiveAnimationType > & AdditiveAnimationType )


description: Retrieves the Additive Base Pose type for the given Animation Sequence

code: static void GetAdditiveBasePoseType ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum EAdditiveBasePoseType > & AdditiveBasePoseType )


description: Retrieves the Names of the individual float curves for the given Animation Sequence

code: static void GetAnimationCurveNames ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, ERawCurveTrackTypes CurveType, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & CurveNames )


description: Returns all Animation Graphs contained by the provided Animation Blueprint

code: static void GetAnimationGraphs ( [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * AnimationBlueprint, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationGraph](API\Editor\AnimGraph\UAnimationGraph) * > & AnimationGraphs )


description: Retrieves the Animation Interpolation type for the given Animation Sequence

code: static void GetAnimationInterpolationType ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, EAnimInterpolationType & InterpolationType )


description: Retrieves all Animation Notify Events found within the given Animation Sequence

code: static void GetAnimationNotifyEvents ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) > & NotifyEvents )


description: Retrieves all Unique Animation Notify Events found within the given Animation Sequence

code: static void GetAnimationNotifyEventNames ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & EventNames )


description: Retrieves all Unique Animation Notify Track Names found within the given Animation Sequence

code: static void GetAnimationNotifyTrackNames ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & TrackNames )


description: Retrieves all the Animation Sync Markers for the given Animation Sequence

code: static void GetAnimationSyncMarkers ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimSyncMarker](API\Runtime\Engine\Animation\FAnimSyncMarker) > & Markers )


description: Retrieves the Names of the individual ATracks for the given Animation Sequence

code: static void GetAnimationTrackNames ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & TrackNames )


description: Returns the actual trigger time for a NotifyEvent

code: static float GetAnimNotifyEventTriggerTime ( const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) & NotifyEvent )


description: Returns the duration for a NotifyEvent, only non-zero for Anim Notify States

code: static float GetAnimNotifyEventDuration ( const [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) & NotifyEvent )


description: Retrieves the Bone Compression Settings for the given Animation Sequence

code: static void GetBoneCompressionSettings ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [UAnimBoneCompressionSettings](API\Runtime\Engine\Animation\UAnimBoneCompressionSettings) *& CompressionSettings )


description: Retrieves Bone Pose data for the given Bone Name at the specified Frame from the given Animation Sequence

code: static void GetBonePoseForFrame ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) BoneName, int32 Frame, bool bExtractRootMotion, FTransform & Pose )


description: Retrieves Bone Pose data for the given Bone Name at the specified Time from the given Animation Sequence

code: static void GetBonePoseForTime ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) BoneName, float Time, bool bExtractRootMotion, FTransform & Pose )


description: Retrieves Bone Pose data for the given Bone Names at the specified Frame from the given Animation Sequence

code: static void GetBonePosesForFrame ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > BoneNames, int32 Frame, bool bExtractRootMotion, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & Poses, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * PreviewMesh )


description: Retrieves Bone Pose data for the given Bone Names at the specified Time from the given Animation Sequence

code: static void GetBonePosesForTime ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > BoneNames, float Time, bool bExtractRootMotion, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & Poses, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * PreviewMesh )


description: Retrieves the Curve Compression Settings for the given Animation Sequence

code: static void GetCurveCompressionSettings ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [UAnimCurveCompressionSettings](API\Runtime\Engine\Animation\UAnimCurveCompressionSettings) *& CompressionSettings )


description: Retrieves all Animation Sync Markers for the given Notify Track Name from the given Animation Sequence

code: static void GetAnimationSyncMarkersForTrack ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimSyncMarker](API\Runtime\Engine\Animation\FAnimSyncMarker) > & Markers )


description: Retrieves all Animation Notify Events for the given Notify Track Name from the given Animation Sequence

code: static void GetAnimationNotifyEventsForTrack ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) > & Events )


code: template<typename [DataType](API\Plugins\OptimusCore\DataType), typename CurveClass, ERawCurveTrackTypes CurveType> static void GetCurveKeysInternal ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, [TArray](API\Runtime\Core\Containers\TArray)< [DataType](API\Plugins\OptimusCore\DataType) > & KeyData )


description: Retrieves, a multiple of, Float Key(s) from the specified Animation Curve inside of the given Animation Sequence

code: static void GetFloatKeys ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, [TArray](API\Runtime\Core\Containers\TArray)< float > & Values )


description: Retrieves the FrameIndexat the specified Time Value for the given Animation Sequence

code: static void GetFrameAtTime ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const float Time, int32 & Frame )


description: Retrieves all Meta Data Instances from the given Animation Asset

code: static void GetMetaData ( const [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimationAsset, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) * > & MetaData )


code: static void GetMetaDataOfClass ( const [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimationAsset, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) > MetaDataClass, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) * > & MetaDataOfClass )


description: Retrieves the Names of the Animation Slots used in the given Montage

code: static void GetMontageSlotNames ( const [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * AnimationMontage, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & SlotNames )


description: Returns all Animation Graph Nodes of the provided Node Class contained by the Animation Blueprint

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


code: static const [FAnimNotifyTrack](API\Runtime\Engine\Animation\FAnimNotifyTrack) & GetNotifyTrackByName ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName )


description: Retrieves the number of animation frames for the given Animation Sequence

code: static void GetNumFrames ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, int32 & NumFrames )


description: Retrieves the number of animation keys for the given Animation Sequence

code: static void GetNumKeys ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, int32 & NumKeys )


description: Retrieves the (Play) Rate Scale of the given Animation Sequence

code: static void GetRateScale ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, float & RateScale )


description: Deprecated* GetRawAnimationTrackByName has been deprecated

code: static const [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) & GetRawAnimationTrackByName ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const [FName](API\Runtime\Core\UObject\FName) TrackName )


description: Retrieves the Raw Animation Data for the given Animation Track Name and Animation Sequence

code: static void GetRawTrackData ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const [FName](API\Runtime\Core\UObject\FName) TrackName, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & PositionKeys, [TArray](API\Runtime\Core\Containers\TArray)< FQuat > & RotationKeys, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & ScalingKeys )


description: Retrieves the Raw Translation Animation Data for the given Animation Track Name and Animation Sequence

code: static void GetRawTrackPositionData ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const [FName](API\Runtime\Core\UObject\FName) TrackName, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & PositionData )


description: Retrieves the Raw Rotation Animation Data for the given Animation Track Name and Animation Sequence

code: static void GetRawTrackRotationData ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const [FName](API\Runtime\Core\UObject\FName) TrackName, [TArray](API\Runtime\Core\Containers\TArray)< FQuat > & RotationData )


description: Retrieves the Raw Scale Animation Data for the given Animation Track Name and Animation Sequence

code: static void GetRawTrackScaleData ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const [FName](API\Runtime\Core\UObject\FName) TrackName, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & ScaleData )


description: Retrieves the Root Motion Lock Type for the given Animation Sequence

code: static void GetRootMotionLockType ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [ERootMotionRootLock::Type](API\Runtime\Engine\Animation\ERootMotionRootLock__Type) > & LockType )


description: Retrieves the Length of the given Animation Sequence

code: static void GetSequenceLength ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, float & Length )


description: Retrieves the Time Value at the specified Frame Indexfor the given Animation Sequence

code: static void GetTimeAtFrame ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const int32 Frame, float & Time )


code: static float GetTimeAtFrameInternal ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const int32 Frame )


code: static int32 GetTrackIndexForAnimationNotifyTrackName ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName )


description: Retrieves, a multiple of, Transformation Key(s) from the specified Animation Curve inside of the given Animation Sequence

code: static void GetTransformationKeys ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & Values )


description: Retrieves all the Unique Names for the Animation Sync Markers contained by the given Animation Sequence

code: static void GetUniqueMarkerNames ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & MarkerNames )


description: Retrieves the Variable Frame Stripping Settings for the given Animation Sequence

code: static void GetVariableFrameStrippingSettings ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [UVariableFrameStrippingSettings](API\Runtime\Engine\Animation\UVariableFrameStrippingSettings) *& VariableFrameStrippingSettings )


description: Retrieves, a multiple of, Vector Key(s) from the specified Animation Curve inside of the given Animation Sequence

code: static void GetVectorKeys ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Values )


description: Checks whether or not Root Motion is Enabled for the given Animation Sequence

code: static bool IsRootMotionEnabled ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )


description: Checks whether or not Root Motion locking is Forced for the given Animation Sequence

code: static bool IsRootMotionLockForced ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )


description: Checks whether or not the given Marker Name is a valid Animation Sync Marker Name

code: static bool IsValidAnimationSyncMarkerName ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) MarkerName )


description: Checks whether or not the given Track Name is a valid Animation Notify Track in the Animation Sequence

code: static bool IsValidAnimNotifyTrackName ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName )


description: Checks whether or not the given Animation Track Name is contained within the Animation Sequence

code: static bool IsValidRawAnimationTrackName ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const [FName](API\Runtime\Core\UObject\FName) TrackName )


description: Checks whether or not the given Time Value lies within the given Animation Sequence's Length

code: static void IsValidTime ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const float Time, bool & IsValid )


code: static bool IsValidTimeInternal ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, const float Time )


description: Removes All Animation Notify Tracks from Animation Sequence

code: static void RemoveAllAnimationNotifyTracks ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase )


description: Removes All Animation Sync Markers found within the Animation Sequence, and returns the number of removed instances

code: static void RemoveAllAnimationSyncMarkers ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )


description: Removes all Animation Bone Track Data from the given Animation Sequence

code: static void RemoveAllBoneAnimation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )


description: Removes all Animation Curve Data from the given Animation Sequence (Raw Animation Curves [Names] may not be removed from the Skeleton)

code: static void RemoveAllCurveData ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )


description: Removes Animation Notify Events found by Name within the Animation Sequence, and returns the number of removed name instances

code: static int32 RemoveAnimationNotifyEventsByName ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) NotifyName )


description: Removes all Meta Data from the given Animation Asset

code: static void RemoveAllMetaData ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimationAsset )


description: Removes all Virtual Bones from the given Animation Sequence

code: static void RemoveAllVirtualBones ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )


description: Removes Animation Notify Events found by Track within the Animation Sequence, and returns the number of removed name instances

code: static int32 RemoveAnimationNotifyEventsByTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName )


description: Removes an Animation Notify Track from Animation Sequence by Name

code: static void RemoveAnimationNotifyTrack ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName )


description: Removes All Animation Sync Marker found within the Animation Sequence whose name matches MarkerName, and returns the number of removed instances

code: static int32 RemoveAnimationSyncMarkersByName ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) MarkerName )


description: Removes All Animation Sync Marker found within the Animation Sequence that belong to the specific Notify Track, and returns the number of removed instances

code: static int32 RemoveAnimationSyncMarkersByTrack ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) NotifyTrackName )


description: Removes an Animation Curve by Name from the given Animation Sequence (Raw Animation Curves [Names] may not be removed from the Skeleton)

code: static void RemoveBoneAnimation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bIncludeChildren, bool bFinalize )


code: static void RemoveCurve ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, bool bRemoveNameFromSkeleton )


code: static bool RemoveCurveInternal ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, ERawCurveTrackTypes SupportedCurveType )


description: Removes the specified Meta Data Instance from the given Animation Asset

code: static void RemoveMetaData ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimationAsset, [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) * MetaDataObject )


description: Removes all Meta Data Instance of the specified Class from the given Animation Asset

code: static void RemoveMetaDataOfClass ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AnimationAsset, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimMetaData](API\Runtime\Engine\Animation\UAnimMetaData) > MetaDataClass )


description: Replaces animation notifies in the specified Animation Sequence

code: static void ReplaceAnimNotifyStates ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState) > OldNotifyClass, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState) > NewNotifyClass, [FOnNotifyStateReplaced](API\Editor\AnimationBlueprintLibrary\FOnNotifyStateReplaced) OnNotifyStateReplaced )


description: Removes Virtual Bones with the specified Bone Names from the given Animation Sequence

code: static void RemoveVirtualBones ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > VirtualBoneNames )


description: Removes a Virtual Bone with the specified Bone Name from the given Animation Sequence

code: static void RemoveVirtualBone ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) VirtualBoneName )


code: static void ReplaceAnimNotifies ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimNotify](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotify) > OldNotifyClass, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimNotify](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotify) > NewNotifyClass, [FOnNotifyReplaced](API\Editor\AnimationBlueprintLibrary\FOnNotifyReplaced) OnNotifyReplaced )


description: Deprecated* This function is no longer used.

code: static [FName](API\Runtime\Core\UObject\FName) RetrieveContainerNameForCurve ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName )


code: static ERawCurveTrackTypes RetrieveCurveTypeForCurve ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName )


code: static [FSmartName](API\Runtime\Engine\Animation\FSmartName) RetrieveSmartNameForCurve ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, [FName](API\Runtime\Core\UObject\FName) ContainerName )


code: static bool RetrieveSmartNameForCurve ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [FName](API\Runtime\Core\UObject\FName) CurveName, [FName](API\Runtime\Core\UObject\FName) ContainerName, [FSmartName](API\Runtime\Engine\Animation\FSmartName) & SmartName )


description: Sets the Additive Animation type for the given Animation Sequence

code: static void SetAdditiveAnimationType ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, const [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum EAdditiveAnimationType > AdditiveAnimationType )


description: Sets the Additive Base Pose type for the given Animation Sequence

code: static void SetAdditiveBasePoseType ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, const [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum EAdditiveBasePoseType > AdditiveBasePoseType )


description: Sets the Animation Interpolation type for the given Animation Sequence

code: static void SetAnimationInterpolationType ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, EAnimInterpolationType InterpolationType )


description: Sets the Bone Compression Settings for the given Animation Sequence

code: static void SetBoneCompressionSettings ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [UAnimBoneCompressionSettings](API\Runtime\Engine\Animation\UAnimBoneCompressionSettings) * CompressionSettings )


description: Sets the Curve Compression Settings for the given Animation Sequence

code: static void SetCurveCompressionSettings ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [UAnimCurveCompressionSettings](API\Runtime\Engine\Animation\UAnimCurveCompressionSettings) * CompressionSettings )


description: Sets whether or not Root Motion locking is Forced for the given Animation Sequence

code: static void SetIsRootMotionLockForced ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, bool bForced )


description: Sets the (Play) Rate Scale for the given Animation Sequence

code: static void SetRateScale ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, float RateScale )


description: Sets the Root Motion Lock Type for the given Animation Sequence

code: static void SetRootMotionLockType ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [ERootMotionRootLock::Type](API\Runtime\Engine\Animation\ERootMotionRootLock__Type) > RootMotionLockType )


description: Sets whether or not Root Motion is Enabled for the given Animation Sequence

code: static void SetRootMotionEnabled ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, bool bEnabled )


description: Sets the Variable Frame Stripping Settings for the given Animation Sequence

code: static void SetVariableFrameStrippingSettings ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence, [UVariableFrameStrippingSettings](API\Runtime\Engine\Animation\UVariableFrameStrippingSettings) * VariableFrameStrippingSettings )


className: UAnimationBlueprintLibrary

description: Blueprint library for altering and analyzing animation / skeletal data

code: class UAnimationBlueprintLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Evaluates an Animation Blueprint instance, using the provided Anim Pose and its Input Pose value, generating a valid Anim Pose using the result. Warning this function may cause performance issues.

code: static void EvaluateAnimationBlueprintWithInputPose ( const [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & InputPose, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * TargetSkeletalMesh, [UAnimBlueprint](API\Runtime\Engine\Animation\UAnimBlueprint) * AnimationBlueprint, [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & OutPose )


description: Evaluates an Animation Sequence Base to generate a valid Anim Pose instance

code: static void GetAnimPoseAtFrame ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, int32 FrameIndex, [FAnimPoseEvaluationOptions](API\Editor\AnimationBlueprintLibrary\FAnimPoseEvaluationOptions) EvaluationOptions, [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & Pose )


description: Evaluates an Animation Sequence Base at different time intervals to generate a valid Anim Pose instances

code: static void GetAnimPoseAtTimeIntervals ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, [TArray](API\Runtime\Core\Containers\TArray)< double > TimeIntervals, [FAnimPoseEvaluationOptions](API\Editor\AnimationBlueprintLibrary\FAnimPoseEvaluationOptions) EvaluationOptions, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) > & InOutPoses )


code: static void GetAnimPoseAtTime ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * AnimationSequenceBase, double Time, [FAnimPoseEvaluationOptions](API\Editor\AnimationBlueprintLibrary\FAnimPoseEvaluationOptions) EvaluationOptions, [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & Pose )


description: Returns an array of bone names contained by the pose

code: static void GetBoneNames ( const [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & Pose, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Bones )


description:
Retrieves the transform for the provided bone name from a pose
Transform in requested space for bone if found, otherwise return identity transform

code: static const FTransform & GetBonePose ( const [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & Pose, [FName](API\Runtime\Core\UObject\FName) BoneName, EAnimPoseSpaces Space )


description: Returns an array of curve names contained by the pose

code: static void GetCurveNames ( const [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & Pose, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Curves )


description:
Returns the weight of an evaluated curve - if found
Curve weight value, if found - 0.f otherwise

code: static float GetCurveWeight ( const [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & Pose, const [FName](API\Runtime\Core\UObject\FName) & CurveName )


description:
Retrieves the reference pose transform for the provided bone name
Transform in requested space for bone if found, otherwise return identity transform

code: static const FTransform & GetRefBonePose ( const [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & Pose, [FName](API\Runtime\Core\UObject\FName) BoneName, EAnimPoseSpaces Space )


description: Populates an Anim Pose with the reference poses stored for the providedUSkeleton

code: static void GetReferencePose ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & OutPose )


description:
Retrieves the relative transform for the reference pose between the two provided bone names
Relative transform in requested space for bone if found, otherwise return identity transform

code: static FTransform GetRefPoseRelativeTransform ( const [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & Pose, [FName](API\Runtime\Core\UObject\FName) FromBoneName, [FName](API\Runtime\Core\UObject\FName) ToBoneName, EAnimPoseSpaces Space )


description:
Retrieves the relative transform between reference and animated bone transform
Relative transform in requested space for bone if found, otherwise return identity transform

code: static FTransform GetRelativeToRefPoseTransform ( const [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & Pose, [FName](API\Runtime\Core\UObject\FName) BoneName, EAnimPoseSpaces Space )


description:
Retrieves the relative transform between the two provided bone names
Relative transform in requested space for bone if found, otherwise return identity transform

code: static FTransform GetRelativeTransform ( const [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & Pose, [FName](API\Runtime\Core\UObject\FName) FromBoneName, [FName](API\Runtime\Core\UObject\FName) ToBoneName, EAnimPoseSpaces Space )


description: Returns an array of socket names contained by the pose

code: static void GetSocketNames ( const [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & Pose, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Sockets )


description:
Retrieves the transform for the provided socket name from a pose
Transform in requested space for bone if found, otherwise return identity transform

code: static FTransform GetSocketPose ( const [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & Pose, [FName](API\Runtime\Core\UObject\FName) SocketName, EAnimPoseSpaces Space )


description:
Returns whether the Anim Pose contains valid data
Result of the validation

code: static bool IsValid ( const [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & Pose )


description: Sets the transform for the provided bone name for a pose

code: static void SetBonePose ( [FAnimPose](API\Editor\AnimationBlueprintLibrary\FAnimPose) & Pose, FTransform Transform, [FName](API\Runtime\Core\UObject\FName) BoneName, EAnimPoseSpaces Space )


className: UAnimPoseExtensions

description: Script exposed functionality for populating, retrieving data from and setting data onFAnimPose

code: class UAnimPoseExtensions : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


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

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


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

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


description: true, is pins cannot be connected due to node's inner logic, put message for user in OutReason

code: virtual bool IsConnectionDisallowed ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MyPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OtherPin, [FString](API\Runtime\Core\Containers\FString) & OutReason ) const


description: Base node implementation to reduce duplicated behaviour for different BlueprintLibrary functions

code: class UK2Node_BaseAttributeActionNode : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)

AttributeActionFormat

type: FText

AttributeValuePinName

type: FName


code: class UK2Node_GetAttributeKeyGeneric : public [UK2Node_BaseAttributeActionNode](API\Editor\AnimationBlueprintLibrary\UK2Node_BaseAttributeActionNode)


code: class UK2Node_GetAttributeKeysGeneric : public [UK2Node_BaseAttributeActionNode](API\Editor\AnimationBlueprintLibrary\UK2Node_BaseAttributeActionNode)


code: class UK2Node_SetAttributeKeyGeneric : public [UK2Node_BaseAttributeActionNode](API\Editor\AnimationBlueprintLibrary\UK2Node_BaseAttributeActionNode)


code: class UK2Node_SetAttributeKeysGeneric : public [UK2Node_BaseAttributeActionNode](API\Editor\AnimationBlueprintLibrary\UK2Node_BaseAttributeActionNode)


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

module: AnimationEditMode

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: [FAnimationEditMode](API\Editor\AnimationEditMode\FAnimationEditMode) & operator= ( const [FAnimationEditMode](API\Editor\AnimationEditMode\FAnimationEditMode) & )


code: FAnimationEditMode ( const [FAnimationEditMode](API\Editor\AnimationEditMode\FAnimationEditMode) & )


className: FAnimationEditMode

code: class FAnimationEditMode : public [FEdMode](API\Editor\UnrealEd\FEdMode), public [IAnimationEditContext](API\Editor\AnimationEditMode\IAnimationEditContext)


description: the anim preview scene

code: [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) & GetAnimPreviewScene() const


description:
Get a camera target used to focus the viewport on an object when a user presses 'F' (default).
true if the target sphere was filled-in

code: virtual bool GetCameraTarget ( FSphere & OutTarget ) const


description: Function to collect strings from nodes to display in the viewport. Use this rather than DrawHUD when adding general text to the viewport. Display of this assumes that this will be mostly used by skeletal controls.

code: virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutDebugInfo ) const


className: IAnimationEditContext

code: class IAnimationEditContext


className: UAnimationEditContext

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


description: the anim preview scene

code: virtual [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) & GetAnimPreviewScene() const


className: UAnimationEditModeContext

description: A compatibility context object to support IPersonaEditMode-based code. It simply calls into a differentIAnimationEditContextin its implementations.

code: class UAnimationEditModeContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IAnimationEditContext](API\Editor\AnimationEditMode\IAnimationEditContext)


description: Edit the specified curves on the specified sequence

module: AnimationEditor

code: void EditCurves ( [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimSequence, const [TArray](API\Runtime\Core\Containers\TArray)< [FCurveEditInfo](API\Editor\AnimationEditor\IAnimationEditor\FCurveEditInfo) > & InCurveInfo, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITimeSliderController](API\Editor\SequencerWidgets\ITimeSliderController) > & InExternalTimeSliderController )


code: FCurveEditInfo & operator&61; &40; const FCurveEditInfo & &41;


code: bool operator&61;&61; &40; const FCurveEditInfo & InCurveEditInfo &41; const


description: Removing deprecation for default copy operator/constructor to avoid deprecation warnings

code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FCurveEditInfo &40; const FCurveEditInfo & &41;


code: FCurveEditInfo &40; const FName & InName, ERawCurveTrackTypes InType, int32 InCurveIndex &41;


description: Deprecated* Please use the constructor that takes aFName.

code: FCurveEditInfo &40; const FSmartName & InName, ERawCurveTrackTypes InType, int32 InCurveIndex &41;


code: FCurveEditInfo &40; const FText & InCurveDisplayName, const FLinearColor & InCurveColor, const FSmartName & InName, ERawCurveTrackTypes InType, int32 InCurveIndex, FSimpleDelegate OnCurveModified &41;


code: FCurveEditInfo &40; const FText & InCurveDisplayName, const FLinearColor & InCurveColor, const FName & InName, ERawCurveTrackTypes InType, int32 InCurveIndex, FSimpleDelegate OnCurveModified &41;


description: Get the asset browser we host

code: [IAnimationSequenceBrowser](API\Editor\Persona\IAnimationSequenceBrowser) * GetAssetBrowser() const


className: FCurveEditInfo

description: Support structure for EditCurves

code: struct FCurveEditInfo

CurveColor

type: FLinearColor

OnCurveModified

type: FSimpleDelegate

Type

type: ERawCurveTrackT...


description: Set the animation asset of the editor.

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


description: Stop editing the specified curves

code: void StopEditingCurves ( const [TArray](API\Runtime\Core\Containers\TArray)< [FCurveEditInfo](API\Editor\AnimationEditor\IAnimationEditor\FCurveEditInfo) > & InCurveInfo )


className: IAnimationEditor

code: class IAnimationEditor : public [FPersonaAssetEditorToolkit](API\Editor\Persona\FPersonaAssetEditorToolkit), public [IHasPersonaToolkit](API\Editor\Persona\IHasPersonaToolkit)


description: Creates a new skeleton editor instance

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAnimationEditor](API\Editor\AnimationEditor\IAnimationEditor) > CreateAnimationEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, class [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * InAnimationAsset )


className: FAnimationEditorToolbarExtender

description: Get all toolbar extenders

code: typedef TBaseDelegate_TwoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) >, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAnimationEditor](API\Editor\AnimationEditor\IAnimationEditor) > > FAnimationEditorToolbarExtender


className: IAnimationEditorModule

code: class IAnimationEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)


className: UAnimationToolMenuContext

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

AnimationEditor

type: TWeakPtr<IAnim...


className: ErrorResponse

description: Errors already acknowledged

module: AnimationModifiers

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) > ErrorResponse;


className: ESuppressionMode

code: enum ESuppressionMode { NoChange, SuppressWarningAndError, SuppressWarning, ShowDialog, ForceDialog, RevertAtWarning, }


description: Determine how to handle an Animation Modifier error, and execute accordingly

code: static void HandleError ( const [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * Modifier, const [FText](API\Runtime\Core\Internationalization\FText) & Message, const [FText](API\Runtime\Core\Internationalization\FText) & Title )


description: Determine how to handle an Animation Modifier warning, and execute accordingly. Returns whether or not the warning was handled (true) or warrants reverting the applied Animation Modifier (false)

code: static bool HandleWarning ( const [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * Modifier, const [FText](API\Runtime\Core\Internationalization\FText) & Message, const [FText](API\Runtime\Core\Internationalization\FText) & Title )


code: static bool IsScopePending()


className: ScopeModeStack

description: Error handle mode stack for scopes

code: static [TArray](API\Runtime\Core\Containers\TArray)< [ESuppressionMode](API\Editor\AnimationModifiers\FApplyModifiersScope\ESuppressionMode), TInlineAllocator< 4 > > ScopeModeStack;


className: WarningResponse

description: Warnings already ignored or treated as error


code: FApplyModifiersScope ( const [FApplyModifiersScope](API\Editor\AnimationModifiers\FApplyModifiersScope) & )


code: FApplyModifiersScope ( [ESuppressionMode](API\Editor\AnimationModifiers\FApplyModifiersScope\ESuppressionMode) Mode )


code: ~FApplyModifiersScope()


className: FApplyModifiersScope

description: RAII object to determine how Animation Modifier warning/errors are handled (ignore, user dialog, etc.)

code: struct FApplyModifiersScope

UAnimationModifier

type: friend


description: Shows a new modal dialog allowing the user to setup Animation Modifiers to be added for all AnimSequences part of InSequences

code: void ShowAddAnimationModifierWindow ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & InSequences )


description: Apply animation modifiers contained by provided Animation Sequences to its respective outers

code: void ApplyAnimationModifiers ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & InSequences, bool bForceApply )


className: IAnimationModifiersModule

code: class IAnimationModifiersModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: AnimationModifiersAssignment

code: static constexpr TCHAR AnimationModifiersAssignment = '=';


className: AnimationModifiersDelimiter

code: static constexpr TCHAR AnimationModifiersDelimiter = ';';


className: AnimationModifiersTag

code: static const [FName](API\Runtime\Core\UObject\FName) AnimationModifiersTag = TEXT("AnimationModifierList");


description: Applies all instances of the provided Modifier class to its outer Animation Sequence

code: static void ApplyToAll ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) > ModifierSubClass, bool bForceApply )


description: Applying and reverting the modifier for the given Animation Sequence

code: void ApplyToAnimationSequence ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence ) const


description: Returns whether or not this modifier can be reverted, which means it will have to been applied to the given AnimationSequence

code: bool CanRevert ( [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData) * AssetUserDataInterface ) const


code: void ExecuteOnRevert ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InAnimSequence )


code: void ExecuteOnApply ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InAnimSequence )


description: Derived class accessors to skeleton and anim sequence.

code: const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * GetAnimationSequence()


description: Get Asset Registry tags for applied modifiers fromskeleton

code: static void GetAssetRegistryTagsForAppliedModifiersFromSkeleton ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [TArray](API\Runtime\Core\Containers\TArray)< [UObject::FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags )


description: Get the latest revision GUID of this modifier class.


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


description: Used for natively updating the revision GUID, fairly basic and relies on config files currently

code: virtual int32 GetNativeClassRevision() const


description: Check if this Modifier On Skeleton has PreviouslyAppliedModifier_DEPRECATED from previous version.


description: Whether or not this modifier is in the process of being applied to an Animation Asset


description: Whether or not the latest compiled version of the blueprint is applied for this instance

code: bool IsLatestRevisionApplied ( [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData) * AssetUserDataInterface ) const


code: static void LoadModifierReferencers ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) > ModifierSubClass )


description: Executed when the Animation is initialized (native event for debugging / testing purposes)

code: void OnApply ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )


code: virtual void OnApply_Implementation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )


code: void OnRevert ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )


code: virtual void OnRevert_Implementation ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimationSequence )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


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: Mark this modifier on skeleton as reverted (affect CanRevert, IsLatestRevisionApplied)

code: void RemoveLegacyPreviousAppliedModifierOnSkeleton ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton )


code: void RevertFromAnimationSequence ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence ) 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: Checks if the animation data has to be re-baked / compressed and does so

code: void UpdateCompressedAnimationData()


code: void UpdateNativeRevisionGuid()


description: Updating of blueprint and native GUIDs

code: void UpdateRevisionGuid ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ModifierClass )


className: UAnimationModifier

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

bReapplyPostOwnerChange

type: bool

description: If this is set to true then the animation modifier will call it's reapply function after any change made to the owning asset.


description: EndUAssetUserDataoverrides

code: void AddAnimationModifier ( [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * Instance )


code: void ChangeAnimationModifierIndex ( [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * Instance, int32 Direction )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * > & GetAnimationModifierInstances() const


description: Called when the owner object is modified

code: virtual void PostEditChangeOwner()


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: BeginUAssetUserDataoverrides


code: void RemoveAnimationModifierInstance ( [UAnimationModifier](API\Editor\AnimationModifiers\UAnimationModifier) * Instance )


className: UAnimationModifiersAssetUserData

description: Asset user data which can be added to aUSkeletonorUAnimSequenceto keep track of Animation Modifiers

code: class UAnimationModifiersAssetUserData : public [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData)

AnimationModifierInstances

type: TArray<TObject...

AppliedModifiers

type: TMap<FSoftObje...

description: Animation modifiers APPLIED on the owning animation sequence


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

module: AnimationSettings

code: virtual void StartupModule()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


className: FAnimationSettingsModule

code: class FAnimationSettingsModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: AnimDynamics

module: AnimGraph

code: static const FEditorModeID AnimDynamics;


className: AnimNode

code: static const FEditorModeID AnimNode;


className: CCDIK

code: static const FEditorModeID CCDIK;


className: Fabrik

code: static const FEditorModeID Fabrik;


className: LookAt

code: static const FEditorModeID LookAt;


className: ModifyBone

code: static const FEditorModeID ModifyBone;


className: ObserveBone

code: static const FEditorModeID ObserveBone;


className: PoseDriver

code: static const FEditorModeID PoseDriver;


className: SplineIK

code: static const FEditorModeID SplineIK;


className: AnimNodeEditModes

code: struct AnimNodeEditModes


className: TwoBoneIK

code: static const FEditorModeID TwoBoneIK;


code: FAnimBlueprintFunctionPinInfo()


code: namespace ETransitionGetter { enum Type { AnimationAsset_GetCurrentTime, AnimationAsset_GetLength, AnimationAsset_GetCurrentTimeFraction, AnimationAsset_GetTimeFromEnd, AnimationAsset_GetTimeFromEndFraction, CurrentState_ElapsedTime, CurrentState_GetBlendWeight, CurrentTransitionDuration, ArbitraryState_GetBlendWeight, } }


code: FAnimBlueprintFunctionPinInfo ( const [FName](API\Runtime\Core\UObject\FName) & InName, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InType )


className: FAnimBlueprintFunctionPinInfo

description: Required info for reconstructing a manually specified pin

code: struct FAnimBlueprintFunctionPinInfo

Name

description: The name of this parameter

Type

type: FEdGraphPinType

description: The type of this parameter


code: FAnimBPCompileValidationParams ( const class [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) *const InDefaultAnimInstance, const class [UAnimBlueprintGeneratedClass](API\Runtime\Engine\Animation\UAnimBlueprintGeneratedClass) *const InNewAnimBlueprintClass, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & InMessageLog, const [TMap](API\Runtime\Core\Containers\TMap)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *, class [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & InAllocatedNodePropertiesToNodes )


className: FAnimBPCompileValidationParams

description: Encapsulated Parameters, to upgrade these without changing function signature.

code: struct FAnimBPCompileValidationParams

AllocatedNodePropertiesToNodes

type: constTMap<FPr...

DefaultAnimInstance

type: constUAnimInst...

MessageLog

type: FCompilerResult...

NewAnimBlueprintClass

type: constUAnimBlue...


code: FAnimGraphAttributeDesc ( [FName](API\Runtime\Core\UObject\FName) InName, EAnimGraphAttributeBlend InBlend, [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) InIcon, [FText](API\Runtime\Core\Internationalization\FText) InDisplayName, [FText](API\Runtime\Core\Internationalization\FText) InToolTipText, [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) InColor, EAnimGraphAttributesDisplayMode InDisplayMode, int32 InSortOrder )


className: FAnimGraphAttributeDesc

description: Description of an attribute.

code: struct FAnimGraphAttributeDesc

Blend

type: EAnimGraphAttri...

description: Blendability of the attribute.

Color

type: FSlateColor

DisplayMode

description: How the attribute is displayed in the graph. This overrides any settings per node type.

Icon

type: FSlateBrush

SortOrder

description: How to sort the attribute.


description: Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.

code: virtual void RegisterCommands()


description: Called from an UAnimGraphNode_Base-derived classes CustomizeDetails to update alpha properties and pins.

code: template<typename AnimNodeType> static void HandleCustomizeDetails ( const AnimNodeType & InAnimNode, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > InNodeHandle, [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & InDetailBuilder )


description: This is implemented in this way (rather than encapsulating the options in their own struct) because we dont support exposing pins from sub-structs on anim nodes (or anything else for that matter).

code: template<typename AnimNodeType> static void HandleCustomizePinData ( const AnimNodeType & InAnimNode, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin )


description: Called from an UAnimGraphNode_Base-derived classes PostEditChangeProperty to update alpha properties and pins.

code: template<typename AnimNodeType> static void HandlePostEditChangeProperty ( const AnimNodeType & InAnimNode, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode, [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


className: FAnimGraphNodeAlphaOptions

description: Helper struct used to handle graph (editor) node alpha options.

code: struct FAnimGraphNodeAlphaOptions


code: FAnimGraphNodePropertyBinding()


className: FAnimGraphNodePropertyBinding

code: struct FAnimGraphNodePropertyBinding

bIsBound

description: Whether the pin is bound or not

bIsPromotion

description: Whether the pin binding is a promotion (e.g. bool->int)

CompiledContext

type: FText

ContextId

type: FName

description: The context of the binding

PathAsText

description: The property path as text

PinType

description: Pin type

PromotedPinType

description: Source type if the binding is a promotion

PropertyName

description: Property binding name

PropertyPath

type: TArray<FString...

description: The property path a pin is bound to

Type

type: EAnimGraphNodeP...

description: Whether the binding is a function or not


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

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


description: Convert drag vector in component space to bone space

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


description: Convert rotator in component space to bone space

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


code: static FVector ConvertCSVectorToBoneSpace ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, FVector & InCSVector, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & MeshBases, const [FBoneSocketTarget](API\Runtime\Engine\Animation\FBoneSocketTarget) & InTarget, const EBoneControlSpace Space )


className: FAnimGraphCommands

description: Anim GraphCommands

code: class FAnimGraphCommands : public [TCommands< FAnimGraphCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

AddBlendListPin

type: TSharedPtr<FUI...

description: Blend list options.

ConvertToAimOffsetLookAt

description: Options for aimoffset converter

ConvertToBSEvaluator

description: Options for blendspace converter

ConvertToPoseBlender

description: Options for sequence/evaluator converter

HideUnboundPropertyPins

description: Hide unbound property pins.

OpenRelatedAsset

description: Option for opening the asset related to the graph node

SelectBone

description: SkeletalControl specific commands.

TogglePoseWatch

description: Toggle pose watching for a given node.


description: Local conversion functions for drawing

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


code: static void ConvertToBoneSpaceTransform ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelComp, const FTransform & InCSTransform, FTransform & OutBSTransform, int32 BoneIndex, EBoneControlSpace Space )


description: Convert widget location according to bone control space

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


code: static FVector ConvertWidgetLocation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelComp, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactHeapPose](API\Runtime\Engine\FCompactHeapPose) > & InMeshBases, const [FBoneSocketTarget](API\Runtime\Engine\Animation\FBoneSocketTarget) & Target, const FVector & InLocation, const EBoneControlSpace Space )


description: Called when the widget is dragged in rotation mode

code: virtual void DoRotation ( FRotator & InRotation )


description: Called when the widget is dragged in scale mode

code: virtual void DoScale ( FVector & InScale )


description: Called when the widget is dragged in translation mode

code: virtual void DoTranslation ( FVector & InTranslation )


description: Overlays the editor hud (brushes, drag tools, static mesh vertices, etc*.

code: virtual void DrawHUD ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


code: EditorRuntimeNodePair &40; UAnimGraphNode_Base &42; InEditorAnimNode, FAnimNode_Base &42; InRuntimeAnimNode &41;


className: EditorRuntimeNodePair

code: struct EditorRuntimeNodePair

EditorAnimNode

description: The node we are operating on

RuntimeAnimNode

description: The runtime node in the preview scene


code: virtual bool EndTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


description: Called when entering this edit mode

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


description: Called when exiting this edit mode

code: virtual void ExitMode()


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


description: IPersonaEditModeinterface

code: virtual bool GetCameraTarget ( FSphere & OutTarget ) const


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


description: the anim preview scene

code: virtual [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) & GetAnimPreviewScene() const


code: virtual bool GetCustomDrawingCoordinateSystem ( FMatrix & InMatrix, void * InData )


description: Function to collect strings from nodes to display in the viewport. Use this rather than DrawHUD when adding general text to the viewport. Display of this assumes that this will be mostly used by skeletal controls.

code: virtual void GetOnScreenDebugInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutDebugInfo ) const


description: Get the bone that the skeletal control is manipulating

code: virtual [FName](API\Runtime\Core\UObject\FName) GetSelectedBone() const


description: IAnimNodeEditModeinterface

code: virtual ECoordSystem GetWidgetCoordinateSystem() const


code: virtual FVector GetWidgetLocation() const


description: current widget mode this anim graph node supports

code: virtual [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) GetWidgetMode() const


code: virtual bool HandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


code: virtual bool InputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale )


code: virtual bool GetCustomInputCoordinateSystem ( FMatrix & InMatrix, void * InData )


code: virtual bool InputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent )


code: const bool IsManipulatingWidget() const


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

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


description: FEdModeinterface

code: virtual void Render ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


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

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


code: virtual bool ShouldDrawWidget() const


code: virtual bool StartTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


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

code: virtual bool SupportsPoseWatch()


code: virtual void Tick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, float DeltaTime )


className: FAnimNodeEditMode

description: Base implementation for anim node edit modes

code: class FAnimNodeEditMode : public [IAnimNodeEditMode](API\Editor\AnimGraph\IAnimNodeEditMode)

PoseWatchedAnimNodes

type: TArray<EditorR...


description:
Evaluate override point
true if this function is implemented, false otherwise. Note: the node graph will not be evaluated if this function returns true

code: virtual bool Evaluate ( [FPoseContext](API\Runtime\Engine\Animation\FPoseContext) & Output )


description: Called before update so we can copy any data we need

code: virtual void PreUpdate ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, float DeltaSeconds )


description: Called when our anim instance is being initialized

code: virtual void Initialize ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


description: Updates the anim graph

code: virtual void UpdateAnimationNode ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & InContext )


code: FAnimPreviewAttacheInstanceProxy()


code: FAnimPreviewAttacheInstanceProxy ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


className: FAnimPreviewAttacheInstanceProxy

description: Proxy override for this UAnimInstance-derived class

code: struct FAnimPreviewAttacheInstanceProxy : public [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy)


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


code: void EnableControllers ( bool bEnable )


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


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


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


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

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


code: bool GetForceRetargetBasePose() const


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


code: void RefreshCurveBoneControllers ( [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * AssetToRefreshFrom )


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


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


code: void ResetModifiedBone ( bool bCurveController )


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


code: void SetForceRetargetBasePose ( bool bInForceRetargetBasePose )


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

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


code: void SetSkeletalControlAlpha ( float InSkeletalControlAlpha )


description: Update override point

code: virtual void Update ( float DeltaSeconds )


description: Updates the anim graph

code: virtual void UpdateAnimationNode ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & InContext )


code: FAnimPreviewInstanceProxy ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance )


className: FAnimPreviewInstanceProxy

code: struct FAnimPreviewInstanceProxy : public [FAnimSingleNodeInstanceProxy](API\Runtime\Engine\Animation\FAnimSingleNodeInstanceProxy)


description: Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).

code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )


code: FEdGraphSchemaAction_NewStateComment ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to create new comment

code: struct FEdGraphSchemaAction_NewStateComment : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)


description: GC.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: template<typename NodeType> static NodeType * SpawnNodeFromTemplate ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, NodeType * InTemplateNode, const FVector2D Location, bool bSelectNewNode )


code: FEdGraphSchemaAction_NewStateNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to add a node to the graph

code: struct FEdGraphSchemaAction_NewStateNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)

NodeTemplate

type: TObjectPtr<UEd...


className: FNodeSpawnData

code: struct FNodeSpawnData

AnimInstanceClass

type: TObjectPtr<UCl...

description: The instance class the spawned getter is defined on.

CachedTitle

description: Title to use for the spawned node.

Getter

type: TObjectPtr<UFi...

description: TheUFunction(as aUField)

GetterContextString

type: FString

description: String of combined valid contexts for the spawned getter.

SourceBlueprint

type: TObjectPtr< con...

description: The blueprint the getter is valid within.

SourceNode

type: TObjectPtr<UAn...

description: The node the spawned getter accesses.

SourceStateNode

description: The state node the spawned getter accesses.


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


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


code: static [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) MakeFromMember ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * LinkingNode, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * LinkedNode, [FStructProperty](API\Runtime\CoreUObject\UObject\FStructProperty) * MemberProperty )


code: static [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) MakeFromArrayEntry ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * LinkingNode, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * LinkedNode, [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProperty, int32 ArrayIndex )


code: void PatchLinkIndex ( uint8 * DestinationPtr, int32 LinkID, int32 SourceLinkID ) const


className: FPoseLinkMappingRecord

code: struct FPoseLinkMappingRecord

ChildProperty

type: FProperty*

description: Will either be an array property containingFPoseLinkBasederived structs, indexed by ChildPropertyIndex, or aFPoseLinkBasederived struct property.

ChildPropertyIndex

description: Indexwhen ChildProperty is an array.

LinkedNode

description: Linked node for this pose link, can be nullptr.

LinkingNode

description: Linking node for this pose link, can be nullptr.


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

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


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

code: int32 MapCopyIndex ( int32 InIndex ) const


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


className: FPropertyAccessCompilerHandler

code: class FPropertyAccessCompilerHandler : public [IAnimBlueprintCompilerHandler](API\Editor\AnimGraph\IAnimBlueprintCompilerHandler)


description: Indexof the nodes (must match up with the runtime discovery process of nodes, which runs thru the property chain)

code: const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, int32 > & GetAllocatedAnimNodeIndices() const


description: Map of anim node properties to original anim graph node.

code: const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, int32 > & GetAllocatedAnimNodeIndicesImpl() const


description: Get the message log for the current compilation.

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


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


className: IAnimBlueprintCompilationBracketContext

description: Interface passed to start/end compilation delegates.


description: Add the specified compiled-in attribute uniquely to the specified node.

code: void AddAttributesToNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > InAttributes ) const


code: void AddAttributesToNodeImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > InAttributes ) const


description: Adds a pose link mapping record.

code: void AddPoseLinkMappingRecordImpl ( const [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) & InRecord )


description: Adds a pose link mapping record.

code: void AddPoseLinkMappingRecord ( const [FPoseLinkMappingRecord](API\Editor\AnimGraph\FPoseLinkMappingRecord) & InRecord )


description: Perform an expansion step for the specified graph.

code: void ExpansionStep ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bAllowUbergraphExpansions )


code: void ExpansionStepImpl ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bAllowUbergraphExpansions )


code: FFoldedPropertyRecord &40; UAnimGraphNode_Base &42; InAnimGraphNode, FStructProperty &42; InAnimNodeProperty, FProperty &42; InProperty, bool bInIsOnClass &41;


className: FFoldedPropertyRecord

description: Record of a property that can be folded into the class members/constant blocks.

code: struct FFoldedPropertyRecord

AnimGraphNode

description: The anim graph node that this property record came from.

AnimNodeProperty

type: FStructProperty...

description: The property of the FAnimNode_Base-derived structure within the anim graph node.

bIsOnClass

type: bool

description: Whether this property will be held on the class (constants on sparse class data), or on the instance (mutables struct)

FoldIndex

description: The index that this property was folded to. INDEX_NONE if it was not folded.

GeneratedProperty

description: The generated property within the respective data area (either constants or mutables)

Property

description: The original property within theFAnimNode_Base.

PropertyIndex

description: The index of the property in its respective data area (either constant or mutable) This will be INDEX_NONE if the property was folded.


description: Get a compilation context from a kismet compiler context assuming that it is an FAnimBlueprintCompilerContext.

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IAnimBlueprintCompilationContext](API\Editor\AnimGraph\IAnimBlueprintCompilationContext) > Get ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & InKismetCompiler )


description: Find a property in the currently-compiled class.

code: template<typename FieldType> FieldType * FindClassFProperty ( const TCHAR * InFieldPath ) const


description: Map of anim node indices to node properties.

code: const [TMap](API\Runtime\Core\Containers\TMap)< int32, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & GetAllocatedPropertiesByIndex() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & GetAllocatedPropertiesByNode() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< int32, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & GetAllocatedPropertiesByIndexImpl() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & GetAllocatedPropertiesByNodeImpl() const


description: Returns the allocation index of the specified node, processing it if it was pending.

code: int32 GetAllocationIndexOfNodeImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * VisualAnimNode ) const


code: int32 GetAllocationIndexOfNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * VisualAnimNode ) const


description: Get the currently-compiled anim blueprint.

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


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


description: Get the current compiled-in attributes uniquely assigned to the specified node.

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > GetAttributesFromNode ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode ) const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FName](API\Runtime\Core\UObject\FName) > GetAttributesFromNodeImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode ) const


description: Get the currently-compiled blueprint.

code: const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprint() const


description: Get the currently-compiled blueprint.

code: const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprintImpl() const


description: Get the consolidated uber graph during compilation.

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


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


description: Get the folded property record, if any, for the supplied node & named property.

code: const [FFoldedPropertyRecord](API\Editor\AnimGraph\IAnimBlueprintCompilationContext\FFoldedPropertyRecord) * GetFoldedPropertyRecord ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode, [FName](API\Runtime\Core\UObject\FName) InPropertyName ) const


code: const [FFoldedPropertyRecord](API\Editor\AnimGraph\IAnimBlueprintCompilationContext\FFoldedPropertyRecord) * GetFoldedPropertyRecordImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode, [FName](API\Runtime\Core\UObject\FName) InPropertyName ) const


description: Gets all anim graph nodes that are piped into the provided node (traverses input pins)

code: void GetLinkedAnimNodes ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InGraphNode, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & LinkedAnimNodes ) const


description: Get the compiler as a base class to avoid circular include issues with templated functions/classes.

code: [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) * GetKismetCompiler() const


code: void GetLinkedAnimNodesImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InGraphNode, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & LinkedAnimNodes ) const


description: Get the message log for the current compilation.

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


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


description: Get the generated property of the class that mutable data is added to.

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


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


description: Map of true source objects (user edited ones) to the cloned ones that are actually compiled.

code: const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & GetSourceNodeToProcessedNodeMap() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) *, [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & GetSourceNodeToProcessedNodeMapImpl() const


description: Check whether an anim node participates in constant folding.

code: bool IsAnimGraphNodeFolded ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode ) const


code: bool IsAnimGraphNodeFoldedImpl ( [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * InNode ) const


description: Process the passed-in list of nodes.

code: void ProcessAnimationNodes ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & AnimNodeList )


description: Process the passed-in list of nodes.

code: void ProcessAnimationNodesImpl ( [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & AnimNodeList )


description: Prunes any nodes that aren't reachable via a pose link.

code: void PruneIsolatedAnimationNodesImpl ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & RootSet, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & GraphNodes )


code: void PruneIsolatedAnimationNodes ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & RootSet, [TArray](API\Runtime\Core\Containers\TArray)< [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base) * > & GraphNodes )


description: Spawns an intermediate event node associated with the source node (for error purposes)

code: template<typename NodeType> NodeType * SpawnIntermediateEventNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * SourceNode, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph )


description: Spawns an intermediate node associated with the source node (for error purposes)

code: template<typename NodeType> NodeType * SpawnIntermediateNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * SourceNode, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph )


description: Performs standard validation on the graph (outputs point to inputs, no more than one connection to each input, types match on both ends, etc...)

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


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


className: IAnimBlueprintCompilationContext

description: Interface to the anim BP compiler context for use while compilation is in progress

code: class IAnimBlueprintCompilationContext


description: Deprecated* Anim BP compiler delegate system is deprecated. UseUAnimBlueprintExtensioninstead

code: virtual FOnCopyTermDefaultsToDefaultObject & OnCopyTermDefaultsToDefaultObject()


code: virtual FOnFinishCompilingClass & OnFinishCompilingClass()


code: virtual FOnPostExpansionStep & OnPostExpansionStep()


code: virtual FOnPostProcessAnimationNodes & OnPostProcessAnimationNodes()


code: virtual FOnPreProcessAnimationNodes & OnPreProcessAnimationNodes()


code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSFOnStartCompilingClass & OnStartCompilingClass()


description: Registers a graphs schema class to the anim BP compiler so that default function processing is not performed on it

code: void RegisterKnownGraphSchema ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) > InGraphSchemaClass )


className: IAnimBlueprintCompilerCreationContext

description: Interface to the creation of an anim BP compiler context


className: IAnimBlueprintCompilerHandler

description: Empty base class for handlers that are maintained for the lifetime of the compiler context

code: class IAnimBlueprintCompilerHandler


description: Get a GetHandler of specified type with the specified name.

code: template<typename THandlerClass> THandlerClass * GetHandler ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: Get a GetHandler with the specified name.

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


description: Register a named handler

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


description: Register a named handler

code: static void RegisterHandler ( [FName](API\Runtime\Core\UObject\FName) InName, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IAnimBlueprintCompilerHandler](API\Editor\AnimGraph\IAnimBlueprintCompilerHandler) >([IAnimBlueprintCompilerCreationContext](API\Editor\AnimGraph\IAnimBlueprintCompilerCreationCo-) &)> InFunction )


description: Get the currently-compiled anim blueprint.

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


className: IAnimBlueprintCompilerHandlerCollection


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


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


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


className: IAnimBlueprintCopyTermDefaultsContext

description: Interface passed to CopyTermDefaults delegate.


description: Get the CDO that we are writing to.

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


description: Get the CDO that we are writing to.

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


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

code: uint8 * GetDestinationPtr() const


code: uint8 * GetDestinationPtrImpl() const


description: Get the property index for this node.

code: int32 GetNodePropertyIndex() const


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

code: const uint8 * GetSourcePtr() const


description: Get the property index for this node.

code: int32 GetNodePropertyIndexImpl() const


code: const uint8 * GetSourcePtrImpl() const


description: Get the property that we are writing to.

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


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


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


description:
Add a class-internal blendspace
a duplicate of the blendspace outered to the class

code: [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * AddBlendSpace ( [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * InSourceBlendSpace )


description: Finds a notify event or adds if it doesn't already exist.

code: int32 FindOrAddNotify ( [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) & Notify ) const


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

code: [FAnimBlueprintDebugData](API\Runtime\Engine\Animation\FAnimBlueprintDebugData) & GetAnimBlueprintDebugData() const


description: Get the currently-compiled classes anim notifies.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FAnimNotifyEvent](API\Runtime\Engine\Animation\FAnimNotifyEvent) > & GetAnimNotifies() const


description: Get the baked state machines data for the currently-compiled class.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FBakedAnimationStateMachine](API\Runtime\Engine\Animation\FBakedAnimationStateMachine) > & GetBakedStateMachines() const