FAnimNode_SequencePlayer

Sequence player node that can be used with constant folding.

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_SequencePlayer.h

Include

#include "Animation/AnimNode_SequencePlayer.h"

Syntax

struct FAnimNode_SequencePlayer : public FAnimNode_SequencePlayerBase

Remarks

Sequence player node that can be used with constant folding.

Variables

Name Description

Protected variable

bool

 

bIgnoreForRelevancyTest

If true, "Relevant anim" nodes that look for the highest weighted animation in a state will ignore this node.

Protected variable

bool

 

bLoopAnimation

Should the animation loop back to the start when it reaches the end?

Protected variable

bool

 

bStartFromMatchingPose

Use pose matching to choose the start position. Requires experimental PoseSearch plugin.

Protected variable

FName

 

GroupName

The group name (NAME_None if it is not part of any group)

Protected variable

TEnumAsByte< EA...

 

GroupRole

The role this player can assume within the group (ignored if GroupIndex is INDEX_NONE)

Protected variable

EAnimSyncMethod

 

Method

How synchronization is determined.

Protected variable

float

 

PlayRate

The play rate multiplier. Can be negative, which will cause the animation to play in reverse.

Protected variable

float

 

PlayRateBasis

The Basis in which the PlayRate is expressed in.

Protected variable

FInputScaleBias...

 

PlayRateScaleBiasClampConstants

Additional scaling, offsetting and clamping of PlayRate input. Performed after PlayRateBasis.

Protected variable

TObjectPtr< UAn...

 

Sequence

The animation sequence asset to play.

Protected variable

float

 

StartPosition

The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end.

Overridden from FAnimNode_SequencePlayerBase

Name Description

Public function Virtual Const

bool

 

GetLoopAnimation()

Should the animation loop back to the start when it reaches the end?

Public function Virtual Const

float

 

GetPlayRate()

The play rate multiplier. Can be negative, which will cause the animation to play in reverse.

Public function Virtual Const

float

 

GetPlayRateBasis()

The Basis in which the PlayRate is expressed in.

Public function Virtual Const

const FInput...

 

GetPlayRateScaleBiasClampConstants()

Additional scaling, offsetting and clamping of PlayRate input. Performed after PlayRateBasis.

Public function Virtual Const

UAnimSequenc...

 

GetSequence()

The animation sequence asset to play.

Public function Virtual Const

bool

 

GetStartFromMatchingPose()

Use pose matching to choose the start position. Requires experimental PoseSearch plugin.

Public function Virtual Const

float

 

GetStartPosition()

The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end.

Public function Virtual

bool

 

SetLoopAnimation

(
    bool bInLoopAnimation
)

Set the animation to continue looping when it reaches the end.

Public function Virtual

bool

 

SetPlayRate

(
    float InPlayRate
)

Set the play rate of this node.

Public function Virtual

bool

 

SetSequence

(
    UAnimSequenceBase* InSequence
)

Set the animation sequence asset to play.

Public function Virtual

bool

 

SetStartPosition

(
    float InStartPosition
)

Set the start time of this node.

Overridden from FAnimNode_AssetPlayerBase

Name Description

Public function Virtual Const

EAnimSyncMet...

 

GetGroupMethod()

Get the sync group method we are using.

Public function Virtual Const

FName

 

GetGroupName()

Get the sync group name we are using.

Public function Virtual Const

EAnimGroupRo...

 

GetGroupRole()

Get the sync group role we are using.

Public function Virtual Const

bool

 

GetIgnoreForRelevancyTest()

Check whether this node should be ignored when testing for relevancy in state machines.

Public function Virtual

bool

 

SetGroupMethod

(
    EAnimSyncMethod InMethod
)

Set the sync group method we are using.

Public function Virtual

bool

 

SetGroupName

(
    FName InGroupName
)

Set the sync group name we are using.

Public function Virtual

bool

 

SetGroupRole

(
    EAnimGroupRole::Type InRole
)

Set the sync group role we are using.

Public function Virtual

bool

 

SetIgnoreForRelevancyTest

(
    bool bInIgnoreForRelevancyTest
)

Set whether this node should be ignored when testing for relevancy in state machines.

Deprecated Variables