| FAnimNode_Base
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_SequencePlayer.h |
Include |
#include "Animation/AnimNode_SequencePlayer.h" |
struct FAnimNode_SequencePlayer : public FAnimNode_AssetPlayerBase
Sequence player node.
Name | Description | ||
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bLoopAnimation |
Should the animation continue looping when it reaches the end? |
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float |
PlayRate |
The play rate multiplier. Can be negative, which will cause the animation to play in reverse. |
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float |
PlayRateBasis |
The Basis in which the PlayRate is expressed in. |
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PlayRateScaleBiasClamp |
Additional scaling, offsetting and clamping of PlayRate input. Performed after PlayRateBasis. |
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Sequence |
The animation sequence asset to play. |
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float |
StartPosition |
The start up position, it only applies when reinitialized if you loop, it will still start from 0.f after finishing the round |
Name | Description | |
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FAnimNode_SequencePlayer() |
Name | Description | ||
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float |
GetTimeFromEnd ( |
Name | Description | ||
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UAnimationAs... |
GetAnimAsset() |
Get the animation asset associated with the node, derived classes should implement this |
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float |
GetCurrentAssetLength() |
Functions to report data to getters, this is required for all asset players (but can't be pure abstract because of struct instantiation generated code). |
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float |
GetCurrentAssetTime() |
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float |
GetCurrentAssetTimePlayRateAdjusted() |
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UpdateAssetPlayer ( |
Update method for the asset player, to be implemented by derived classes |
Name | Description | ||
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CacheBones_AnyThread ( |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). |
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Evaluate_AnyThread ( |
Called to evaluate local-space bones transforms according to the weights set up in Update(). |
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GatherDebugData ( |
Called to gather on-screen debug data. This is called on the game thread. |
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Initialize_AnyThread ( |
Initialize function for setup purposes |
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OverrideAsset ( |
If a derived anim node should respond to asset overrides, OverrideAsset should be defined to handle changing the asset This is called during anim blueprint compilation to handle child anim blueprints. |