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Runtime Node Component
Editor Node Component
Derived Native Getters
Node Hierarchies
Pose Inputs
Properties and Data Inputs
Optional Pins
Title
Tooltip
Context Menu
Local Space
Local Space pose input code implementation:
Component Space
Component Space pose input code implementation:
Component Space pose input pins are blue.
Blending Node
Base pose and Additive pose input pin code implementation:
Alpha Property Implementation
Alpha property pin code implementation:
NeverAsPin
This key will hide property as a data pin in the AnimGraph and will only be editable in the node's Details panel.
PinHiddenByDefault
You can use this key to hide the property as a pin, by default. The property can then be exposed as a data pin in the AnimGraph. See the Optional Pins section for more information about exposing hidden pins in the AnimGraph.
PinShownByDefault
With this key you can expose a property as a data pin in the AnimGraph by default.
AlwaysAsPin
This key will always expose the property as a data point in the AnimGraph.
int32 AssetPlayerIndex
The getter acts on an asset player and an entry will be added to the editor per asset player available.
int32 MachineIndex
The getter acts on a state machine, an entry will be added per state machine.
int32 StateIndex
This also requires MachineIndex. The getter acts on a state, an entry will be added per state.
int32 TransitionIndex
This also requires MachineIndex. The getter acts on a transition, an entry will be added per transition.
GetStateMachineInstance(int32 MachineIndex)
Gets the baked state machine instance.
GetCheckedNodeFromIndex(int32 NodeIdx)
Gets a node from an index, asserts if invalid.
GetNodeFromIndex(int32 NodeIdx)
As above, can return nullptr.
GetRelevantAssetPlayerFromState(int32 MachineIndex, int32 StateIndex)
Gets the highest weighted asset player in a state.
Code Example:
UPROPERTY(Category=Links) FPoseLink BasePose;
Code Example:
UPROPERTY(Category=Links) FComponentSpacePoseLink ComponentPose;