FAnimNode_SequenceEvaluatorBase

Abstract base class.

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Inheritance Hierarchy

References

Module

AnimGraphRuntime

Header

/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h

Include

#include "AnimNodes/AnimNode_SequenceEvaluator.h"

Syntax

struct FAnimNode_SequenceEvaluatorBase : public FAnimNode_AssetPlayerBase

Remarks

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.

Functions

Name Description

Public function Virtual Const

float

 

GetEffectiveDeltaTime

(
    float ExplicitTime,
    float PrevExplicitTime
)

Get the effective delta time between the previous and current frame internal time.

Public function Virtual Const

float

 

GetExplicitTime()

The time at which to evaluate the associated sequence.

Public function Virtual Const

TEnumAsByte<...

 

GetReinitializationBehavior()

What to do when SequenceEvaluator is reinitialized

Public function Virtual Const

UAnimSequenc...

 

GetSequence()

The animation sequence asset to evaluate.

Public function Virtual Const

bool

 

GetShouldLoop()

This only works if bTeleportToExplicitTime is false OR this node is set to use SyncGroup

Public function Virtual Const

float

 

GetStartPosition()

The start up position, it only applies when ReinitializationBehavior == StartPosition. Only used when bTeleportToExplicitTime is false.

Public function Virtual Const

bool

 

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.

Public function

void

 

SetExplicitPreviousTime

(
    float PreviousTime
)

Public function Virtual

bool

 

SetExplicitTime

(
    float InTime
)

Set the time at which to evaluate the associated sequence.

Public function Virtual

void

 

SetReinitializationBehavior

Set what to do when SequenceEvaluator is reinitialized

Public function Virtual

bool

 

SetSequence

(
    UAnimSequenceBase* InSequence
)

Set the animation sequence asset to evaluate.

Public function Virtual

void

 

SetTeleportToExplicitTime

(
    bool bInTeleport
)

Set whether to teleport to explicit time when it is set.

Overridden from FAnimNode_AssetPlayerBase

Name Description

Public function Virtual Const

float

 

GetAccumulatedTime()

Get the currently referenced time within the asset player node

Public function Virtual Const

UAnimationAs...

 

GetAnimAsset()

Get the animation asset associated with the node, derived classes should implement this

Public function Virtual Const

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).

Public function Virtual Const

float

 

GetCurrentAssetTime()

Public function Virtual

void

 

SetAccumulatedTime

(
    float NewTime
)

Override the currently accumulated time

Public function Virtual

void

 

UpdateAssetPlayer

(
    const FAnimationUpdateContext& Con...
)

Update method for the asset player, to be implemented by derived classes

Overridden from FAnimNode_Base

Name Description

Public function Virtual

void

 

CacheBones_AnyThread

(
    const FAnimationCacheBonesContext&...
)

Called to cache any bones that this node needs to track (e.g. in a FBoneReference).

Public function Virtual

void

 

Evaluate_AnyThread

(
    FPoseContext& Output
)

Called to evaluate local-space bones transforms according to the weights set up in Update().

Public function Virtual

void

 

GatherDebugData

(
    FNodeDebugData& DebugData
)

Called to gather on-screen debug data. This is called on the game thread.

Public function Virtual

void

 

Initialize_AnyThread

(
    const FAnimationInitializeContext&...
)

Initialize function for setup purposes