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API > API/Editor > API/Editor/AnimGraph
Inheritance Hierarchy
- 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
UCLASS (MinimalAPI)
class UAnimGraphNode_SequencePlayer : public UAnimGraphNode_AssetPlayerBase
Variables
| Type | Name | Description | |
|---|---|---|---|
| FAnimNode_SequencePlayer | Node |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAnimGraphNode_SequencePlayer
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FSlateIcon | GetIconAndTint
(
FLinearColor& OutColor |
||
| void | GetNodeContextMenuActions
(
UToolMenu* Menu, |
||
| FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
||
| void |
Overridden from UAnimGraphNode_AssetPlayerBase
| Type | Name | Description | |
|---|---|---|---|
| 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. | |
| void | SetAnimationAsset
(
UAnimationAsset* Asset |
Overridden from UAnimGraphNode_Base
| Type | Name | Description | |
|---|---|---|---|
| void | BakeDataDuringCompilation
(
FCompilerResultsLog& MessageLog |
Gives each visual node a chance to update the node template before it is inserted in the compiled class. | |
| void | CustomizeDetails
(
IDetailLayoutBuilder& DetailBuilder |
Can customize details tab | |
| void | CustomizePinData
(
UEdGraphPin* Pin, |
Customize pin data based on the input | |
| bool | BEGIN Interface to support transition getter if you return true for DoesSupportExposeTimeForTransitionGetter you should implement all below functions | ||
| void | GetAllAnimationSequencesReferred
(
TArray< UAnimationAsset* >& AnimAssets |
Populate the supplied arrays with the currently reffered to animation assets. | |
| UAnimationAsset * | |||
| TSubclassOf< UAnimationAsset > | |||
| void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
||
| FText | |||
| FLinearColor | |||
| void | GetOutputLinkAttributes
(
FNodeAttributeArray& OutAttributes |
Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node. | |
| const TCHAR * | |||
| UScriptStruct * | |||
| void | OnOverrideAssets
(
IAnimBlueprintNodeOverrideAssetsContext& InContext |
Override point for OverrideAssets. | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| void | ReplaceReferredAnimations
(
const TMap< UAnimationAsset*, UAnimationAsset* >& AnimAssetReplacementMap |
Replace references to animations that exist in the supplied maps | |
| void | Serialize
(
FArchive& Ar |
UObject interface | |
| EAnimAssetHandlerType | SupportsAssetClass
(
const UClass* AssetClass |
Returns whether this node supports the supplied asset class | |
| void | ValidateAnimNodeDuringCompilation
(
USkeleton* ForSkeleton, |
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |