Open 3D Engine EMotionFX Gem API Reference  23.05.0
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EMotionFX::Node Member List

This is the complete list of members for EMotionFX::Node, including all inherited members.

Actor (defined in EMotionFX::Node)EMotionFX::Nodefriend
AddAttribute(NodeAttribute *attribute)EMotionFX::Node
AddChild(size_t nodeIndex)EMotionFX::Node
BaseObject()EMotionFX::BaseObject
CheckIfIsChildNode(size_t nodeIndex) const EMotionFX::Nodeinline
Clone(Skeleton *skeleton) const EMotionFX::Node
Create(const char *name, Skeleton *skeleton)EMotionFX::Nodestatic
Create(uint32 nameID, Skeleton *skeleton)EMotionFX::Nodestatic
DecreaseReferenceCount()MCore::MemoryObject
Delete() overrideEMotionFX::BaseObjectprotectedvirtual
Destroy()MCore::MemoryObject
ENodeFlags enum nameEMotionFX::Node
FindAttributeNumber(uint32 attributeTypeID) const EMotionFX::Node
FindRoot() const EMotionFX::Node
FLAG_ATTACHMENT enum valueEMotionFX::Node
FLAG_CRITICAL enum valueEMotionFX::Node
FLAG_INCLUDEINBOUNDSCALC enum valueEMotionFX::Node
GetAttribute(size_t attributeNr)EMotionFX::Node
GetAttributeByType(uint32 attributeType)EMotionFX::Node
GetChildIndex(size_t nr) const EMotionFX::Nodeinline
GetHasChildNodes() const EMotionFX::Node
GetID() const EMotionFX::Nodeinline
GetIncludeInBoundsCalc() const EMotionFX::Nodeinline
GetIsAttachmentNode() const EMotionFX::Node
GetIsCritical() const EMotionFX::Nodeinline
GetIsRootNode() const EMotionFX::Node
GetName() const EMotionFX::Node
GetNameString() const EMotionFX::Node
GetNodeIndex() const EMotionFX::Nodeinline
GetNumAttributes() const EMotionFX::Node
GetNumChildNodes() const EMotionFX::Nodeinline
GetNumChildNodesRecursive() const EMotionFX::Node
GetParentIndex() const EMotionFX::Nodeinline
GetParentNode() const EMotionFX::Node
GetReferenceCount() const MCore::MemoryObject
GetSemanticID() const EMotionFX::Nodeinline
GetSemanticName() const EMotionFX::Node
GetSemanticNameString() const EMotionFX::Node
GetSkeletalLODStatus(size_t lodLevel) const EMotionFX::Nodeinline
IncreaseReferenceCount()MCore::MemoryObject
MemoryObject()MCore::MemoryObject
PreAllocNumChildNodes(size_t numChildNodes)EMotionFX::Node
RecursiveCollectParents(AZStd::vector< size_t > &parents, bool clearParentsArray=true) const EMotionFX::Node
RemoveAllAttributes()EMotionFX::Node
RemoveAllAttributesByType(uint32 attributeTypeID)EMotionFX::Node
RemoveAllChildNodes()EMotionFX::Node
RemoveAttribute(size_t index)EMotionFX::Node
RemoveAttributeByType(uint32 attributeTypeID, size_t occurrence=0)EMotionFX::Node
RemoveChild(size_t nodeIndex)EMotionFX::Node
SetChild(size_t childNr, size_t childNodeIndex)EMotionFX::Node
SetIncludeInBoundsCalc(bool includeThisNode)EMotionFX::Node
SetIsAttachmentNode(bool isAttachmentNode)EMotionFX::Node
SetIsCritical(bool isCritical)EMotionFX::Node
SetName(const char *name)EMotionFX::Node
SetNodeIndex(size_t index)EMotionFX::Node
SetNumChildNodes(size_t numChildNodes)EMotionFX::Node
SetParentIndex(size_t parentNodeIndex)EMotionFX::Node
SetSemanticName(const char *name)EMotionFX::Node
SetSkeletalLODLevelBits(size_t bitValues)EMotionFX::Node
SetSkeletalLODStatus(size_t lodLevel, bool enabled)EMotionFX::Node
SkeletonModel (defined in EMotionFX::Node)EMotionFX::Nodefriend
TYPE_ID enum value (defined in EMotionFX::Node)EMotionFX::Node
~BaseObject()EMotionFX::BaseObjectvirtual
~MemoryObject()MCore::MemoryObjectvirtual