FAnimNode_AssetPlayerBase

Base class for any asset playing anim node

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Inheritance Hierarchy

References

Module

Engine

Header

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

Include

#include "Animation/AnimNode_AssetPlayerBase.h"

Syntax

struct FAnimNode_AssetPlayerBase : public FAnimNode_Base

Remarks

Base class for any asset playing anim node

Variables

Name Description

Protected variable

bool

 

bHasBeenFullWeight

Track whether we have been full weight previously. Reset when we reach 0 weight

Protected variable

float

 

BlendWeight

Last encountered blendweight for this node

Protected variable

FDeltaTimeRecor...

 

DeltaTimeRecord

Previous frame InternalTimeAccumulator value and effective delta time leading into the current frame

Protected variable

float

 

InternalTimeAccumulator

Accumulated time used to reference the asset in this node

Protected variable

FMarkerTickReco...

 

MarkerTickRecord

Store data about current marker position when using marker based syncing

Constructors

Name Description

Public function

FAnimNode_AssetPlayerBase()

Functions

Name Description

Public function

void

 

ClearCachedBlendWeight()

Set the cached blendweight to zero

Public function

void

 

CreateTickRecordForNode

(
    const FAnimationUpdateContext& Con...,
    UAnimSequenceBase* Sequence,
    bool bLooping,
    float PlayRate
)

Create a tick record for this node.

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

 

GetCachedBlendWeight()

Get the last encountered blend weight for this node

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 Const

float

 

GetCurrentAssetTimePlayRateAdjusted()

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

void

 

SetAccumulatedTime

(
    float NewTime
)

Override the currently accumulated time

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.

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

 

Initialize_AnyThread

(
    const FAnimationInitializeContext&...
)

Initialize function for setup purposes

Public function Virtual

void

 

Update_AnyThread

(
    const FAnimationUpdateContext& Con...
)

Update the node, marked final so we can always handle blendweight caching.