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Availability:Public
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Title: Animation Node Technical Guide
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Crumbs: %ROOT%, Engine, Engine/Animation
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Description: Guide to creating new nodes for use within graphs in Anim Blueprints.
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Version: 4.9
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Type:reference
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Version: 4.22
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Parent:Programming
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Tags:Animation
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Tags:Programming
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[REGION:banner]
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(convert:false)
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@@ -51,14 +54,14 @@ A node can have a single pose input:
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UPROPERTY(Category=Links)
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FPoseLink BasePose;
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**Component Space**
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UPROPERTY(Category=Links)
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FComponentSpacePoseLink ComponentPose;
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[REGION:caption]
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Component space pose pins are shaded blue.
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[/REGION]
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UPROPERTY(Category=Links)
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FPoseLink Additive;
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Each of these properties will cause a pose link to be displayed. Properties of this type are always
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exposed as input pins. They cannot be optionally hidden or used only as editable properties in the
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Animation nodes can have any number of properties, such as an alpha or transformation data, that are used
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to perform the operations of the node. These properties are declared just like any other property, using
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the `UPROPERTY()` macro.
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the `UPROPERTY` macro.
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UPROPERTY(Category=Settings, meta(PinShownByDefault))
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mutable float Alpha;
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Properties of animation nodes can be exposed as data inputs using special metadata keys to allow values to
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be passed to the node. This allows properties used by the node to use values calculated outside the node.
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(#OptionalPins)
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**Optional Pins**
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[REGION:none]
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For properties with `PinHiddenByDefault` or `PinShownByDefault`, a check box will show up next
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to the property in the **Details** panel, allowing you to show or hide it.
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For properties with `PinHiddenByDefault` or `PinShownByDefault`, the eye icon shows up next
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to the Alpha property in the **Details** panel, allowing you to show or hide it.
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[/REGION]
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[REGION:none]
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[/REGION]
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## Editor Node
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@@ -121,10 +124,10 @@ The editor-time class should contain an instance of your runtime node exposed as
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### Title
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The background color and text of the title of the animation node displayed in the graph of the Animation Blueprint in
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Persona are defined by overriding the `GetNodeTitle()` and `GetNodeTitleColor()` functions.
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Persona are defined by overriding the `GetNodeTitle` and `GetNodeTitleColor` functions.
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For example, the `UAnimGraphNode_ApplyAdditive` node uses a gray background and displays "Apply Additive":
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@@ -140,11 +143,11 @@ For example, the `UAnimGraphNode_ApplyAdditive` node uses a gray background and
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### Tooltip
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The tooltip displayed when hovering over the node in Persona is defined by overriding the `GetTooltip()` function:
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The tooltip displayed when hovering over the node in Persona is defined by overriding the `GetTooltip` function:
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FString UAnimGraphNode_ApplyAdditive::GetTooltip() const
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FString UAnimGraphNode_ApplyAdditive::GetTooltip const
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{
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return TEXT("Apply additive animation to normal pose");
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}
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### Context Menu
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Each animation node can add node-specific options to the context menu displayed when **Right-clicking** on the
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node in a graph in Persona. Options are added using the `GetContextMenuActions()` function which is a
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node in a graph in Persona. Options are added using the `GetContextMenuActions` function which is a
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member of all Blueprint nodes.
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For example, the `UAnimGraphNode_LayeredBoneBlend` node adds menu entries for adding a new input or removing an existing one:
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