FAnimNode_SequencePlayer

Sequence player node.

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Inheritance Hierarchy

FAnimNode_Base

FAnimNode_AssetPlayerBase

FAnimNode_SequencePlayer

References

Module

Engine

Header

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

Include

#include "Animation/AnimNode_SequencePlayer.h"

Syntax

struct FAnimNode_SequencePlayer : public FAnimNode_AssetPlayerBase

Remarks

Sequence player node.

Variables

Name Description

Public variable

bool

 

bLoopAnimation

Should the animation continue looping when it reaches the end?

Public variable

float

 

PlayRate

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

Public variable

float

 

PlayRateBasis

The Basis in which the PlayRate is expressed in.

Public variable

FInputScaleBias...

 

PlayRateScaleBiasClamp

Additional scaling, offsetting and clamping of PlayRate input. Performed after PlayRateBasis.

Public variable

UAnimSequenceBa...

 

Sequence

The animation sequence asset to play.

Public variable

float

 

StartPosition

The start up position, it only applies when reinitialized if you loop, it will still start from 0.f after finishing the round

Constructors

Name Description

Public function

FAnimNode_SequencePlayer()

Functions

Name Description

Public function

float

 

GetTimeFromEnd

(
    float CurrentNodeTime
)

Overridden from FAnimNode_AssetPlayerBase

Name Description

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

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

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.

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