FAnimNode_SequenceEvaluator

Evaluates a point in an anim sequence, using a specific time input rather than advancing time internally.

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MacOS
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Inheritance Hierarchy

FAnimNode_Base

FAnimNode_AssetPlayerBase

FAnimNode_SequenceEvaluator

Syntax

struct FAnimNode_SequenceEvaluator : public FAnimNode_AssetPlayerBase

Remarks

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.

Variables

Name Description

Public variable

bool

 

bReinitialized

Public variable

bool

 

bShouldLoop

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

Public variable

bool

 

bTeleportToExplicitTime

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 variable

float

 

ExplicitTime

The time at which to evaluate the associated sequence.

Public variable

TEnumAsByte< ES...

 

ReinitializationBehavior

What to do when SequenceEvaluator is reinitialized

Public variable

UAnimSequenceBa...

 

Sequence

The animation sequence asset to evaluate.

Public variable

float

 

StartPosition

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

Constructors

Overridden from FAnimNode_AssetPlayerBase

Name Description

Public function Virtual

float

 

GetAccumulatedTime()

Get the currently referenced time within the asset player node

Public function Virtual

UAnimationAs...

 

GetAnimAsset()

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

Public function Virtual

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

float

 

GetCurrentAssetTime()

Public function Virtual

void

 

SetAccumulatedTime

(
    const 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

Public function Virtual

void

 

OverrideAsset

(
    UAnimationAsset* NewAsset
)

If a derived anim node should respond to asset overrides, OverrideAsset should be defined to handle changing the asset This is called during anim blueprint compilation to handle child anim blueprints.

References

Module

AnimGraphRuntime

Header

Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h

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