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Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UK2Node
- UAnimGraphNode_Base
- UAnimGraphNode_AssetPlayerBase
- UAnimGraphNode_SequencePlayer
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h |
Include | #include "AnimGraphNode_SequencePlayer.h" |
Syntax
class UAnimGraphNode_SequencePlayer : public UAnimGraphNode_AssetPlayerBase
Variables
Type | Name | Description | |
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FAnimNode_SequencePlayer | Node |
Constructors
Type | Name | Description | |
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UAnimGraphNode_SequencePlayer
(
const FObjectInitializer& ObjectInitializer |
Overridden from UAnimGraphNode_AssetPlayerBase
Type | Name | Description | |
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void | CopySettingsFromAnimationAsset
(
UAnimationAsset* Asset |
Override this to copy any relevant settings from the animation asset used when creating a node with a drag/drop operation. |
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void | SetAnimationAsset
(
UAnimationAsset* Asset |
Overridden from UAnimGraphNode_Base
Type | Name | Description | |
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void | BakeDataDuringCompilation
(
FCompilerResultsLog& MessageLog |
Gives each visual node a chance to update the node template before it is inserted in the compiled class. |
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void | CustomizePinData
(
UEdGraphPin* Pin, |
Customize pin data based on the input |
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bool | BEGIN Interface to support transition getter if you return true for DoesSupportExposeTimeForTransitionGetter you should implement all below functions | |
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void | GetAllAnimationSequencesReferred
(
TArray< UAnimationAsset* >& AnimAssets |
Populate the supplied arrays with the currently reffered to animation assets. |
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UAnimationAsset * | ||
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TSubclassOf< UAnimationAsset > | ||
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void | GetOutputLinkAttributes
(
FNodeAttributeArray& OutAttributes |
Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node. |
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const TCHAR * | ||
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UScriptStruct * | ||
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void | OnOverrideAssets
(
IAnimBlueprintNodeOverrideAssetsContext& InContext |
Override point for OverrideAssets. |
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void | ReplaceReferredAnimations
(
const TMap< UAnimationAsset*, UAnimationAsset* >& AnimAssetReplacementMap |
Replace references to animations that exist in the supplied maps. |
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EAnimAssetHandlerType | SupportsAssetClass
(
const UClass* AssetClass |
Returns whether this node supports the supplied asset class |
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void | ValidateAnimNodeDuringCompilation
(
USkeleton* ForSkeleton, |
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |
Overridden from UK2Node
Type | Name | Description | |
---|---|---|---|
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void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Replacement for GetMenuEntries(). |
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FText | Override to provide a default category for specific node types to be listed under. | |
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void | Called before compilation begins, giving a blueprint time to force the linker to load data |
Overridden from UEdGraphNode
Type | Name | Description | |
---|---|---|---|
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FSlateIcon | GetIconAndTint
(
FLinearColor& OutColor |
|
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void | GetNodeContextMenuActions
(
UToolMenu* Menu, |
Gets a list of actions that can be done to this particular node |
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FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
Gets the name of this node, shown in title bar |
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FLinearColor | Gets the draw color of a node's title bar |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | UObject interface |