FAnimNode_SequencePlayerBase

Sequence player node. Not instantiated directly, use [FAnimNode_SequencePlayer](API\Runtime\Engine\Animation\FAnimNode_SequencePlayer) or [FAnimNode_SequencePlayer_Standalone](API\Runtime\Engine\Animation\FAnimNode_SequencePlayer_Standal-).

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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_SequencePlayerBase : public FAnimNode_AssetPlayerBase

Remarks

Sequence player node. Not instantiated directly, use FAnimNode_SequencePlayer or FAnimNode_SequencePlayer_Standalone.

Variables

Name Description

Protected variable

FInputScaleBias...

 

PlayRateScaleBiasClampState

Corresponding state for PlayRateScaleBiasClampConstants.

Functions

Name Description

Public function Const

float

 

GetEffectiveStartPosition

(
    const FAnimationBaseContext& Conte...
)

Protected function Virtual Const

bool

 

GetLoopAnimation()

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

Protected function Virtual Const

float

 

GetPlayRate()

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

Protected function Virtual Const

float

 

GetPlayRateBasis()

The Basis in which the PlayRate is expressed in.

Protected 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.

Protected function Virtual Const

bool

 

GetStartFromMatchingPose()

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

Protected 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 Const

float

 

GetTimeFromEnd

(
    float CurrentNodeTime
)

Protected function Virtual

bool

 

SetLoopAnimation

(
    bool bInLoopAnimation
)

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

Protected function Virtual

bool

 

SetPlayRate

(
    float InPlayRate
)

Set the play rate of this node.

Protected function Virtual

bool

 

SetSequence

(
    UAnimSequenceBase* InSequence
)

Set the animation sequence asset to play.

Protected function Virtual

bool

 

SetStartPosition

(
    float InStartPosition
)

Set the start time of this node.

Overridden from FAnimNode_AssetPlayerBase

Name Description

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 Const

float

 

GetCurrentAssetTimePlayRateAdjusted()

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