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| 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_SequencePlayerBase : public FAnimNode_AssetPlayerBase
Sequence player node. Not instantiated directly, use FAnimNode_SequencePlayer or FAnimNode_SequencePlayer_Standalone.
Name | Description | ||
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PlayRateScaleBiasClampState |
Corresponding state for PlayRateScaleBiasClampConstants. |
Name | Description | ||
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float |
GetEffectiveStartPosition ( |
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GetLoopAnimation() |
Should the animation loop back to the start when it reaches the end? |
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float |
GetPlayRate() |
The play rate multiplier. Can be negative, which will cause the animation to play in reverse. |
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float |
GetPlayRateBasis() |
The Basis in which the PlayRate is expressed in. |
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const FInput... |
GetPlayRateScaleBiasClampConstants() |
Additional scaling, offsetting and clamping of PlayRate input. Performed after PlayRateBasis. |
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UAnimSequenc... |
GetSequence() |
The animation sequence asset to play. |
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GetStartFromMatchingPose() |
Use pose matching to choose the start position. Requires experimental PoseSearch plugin. |
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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. |
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float |
GetTimeFromEnd ( |
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SetLoopAnimation ( |
Set the animation to continue looping when it reaches the end. |
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SetPlayRate ( |
Set the play rate of this node. |
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SetSequence ( |
Set the animation sequence asset to play. |
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SetStartPosition ( |
Set the start time of this node. |
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 |