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| FAnimNode_Base
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Module |
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Header |
/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h |
Include |
#include "AnimNodes/AnimNode_SequenceEvaluator.h" |
struct FAnimNode_SequenceEvaluatorBase : public FAnimNode_AssetPlayerBase
Abstract base class. Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally. Typically the playback position of the animation for this node will represent something other than time, like jump height. This node will not trigger any notifies present in the associated sequence.
Name | Description | ||
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float |
GetEffectiveDeltaTime ( |
Get the effective delta time between the previous and current frame internal time. |
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float |
GetExplicitTime() |
The time at which to evaluate the associated sequence. |
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TEnumAsByte<... |
GetReinitializationBehavior() |
What to do when SequenceEvaluator is reinitialized |
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UAnimSequenc... |
GetSequence() |
The animation sequence asset to evaluate. |
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GetShouldLoop() |
This only works if bTeleportToExplicitTime is false OR this node is set to use SyncGroup |
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float |
GetStartPosition() |
The start up position, it only applies when ReinitializationBehavior == StartPosition. Only used when bTeleportToExplicitTime is false. |
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GetTeleportToExplicitTime() |
If true, teleport to explicit time, does NOT advance time (does not trigger notifies, does not extract Root Motion, etc.) If false, will advance time (will trigger notifies, extract root motion if applicable, etc.) Note: using a sync group forces advancing time regardless of what this option is set to. |
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SetExplicitPreviousTime ( |
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SetExplicitTime ( |
Set the time at which to evaluate the associated sequence. |
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SetReinitializationBehavior |
Set what to do when SequenceEvaluator is reinitialized |
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SetSequence ( |
Set the animation sequence asset to evaluate. |
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SetTeleportToExplicitTime ( |
Set whether to teleport to explicit time when it is set. |
Name | Description | ||
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float |
GetAccumulatedTime() |
Get the currently referenced time within the asset player node |
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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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SetAccumulatedTime ( |
Override the currently accumulated time |
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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 |