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API > API/Runtime > API/Runtime/AnimGraphRuntime > API/Runtime/AnimGraphRuntime/AnimNodes
Inheritance Hierarchy
- FAnimNode_AssetPlayerBase
- FAnimNode_SequenceEvaluatorBase
- FAnimNode_SequenceEvaluator
- FAnimNode_SequenceEvaluator_Standalone
References
| Module | AnimGraphRuntime |
| Header | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h |
| Include | #include "AnimNodes/AnimNode_SequenceEvaluator.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_SequenceEvaluatorBase : public FAnimNode_AssetPlayerBase
Remarks
Abstract base class. 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.
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
||
| void | Evaluate_AnyThread
(
FPoseContext& Output |
||
| void | GatherDebugData
(
FNodeDebugData& DebugData |
||
| float | |||
| UAnimationAsset * | GetAnimAsset () |
||
| float | |||
| float | |||
| float | GetEffectiveDeltaTime
(
float ExplicitTime, |
Get the effective delta time between the previous and current frame internal time. | |
| float | The time at which to evaluate the associated sequence. | ||
| TEnumAsByte< ESequenceEvalReinit::Type > | What to do when SequenceEvaluator is reinitialized | ||
| UAnimSequenceBase * | GetSequence () |
The animation sequence asset to evaluate. | |
| bool | This only works if bTeleportToExplicitTime is false OR this node is set to use SyncGroup | ||
| float | The start up position, it only applies when ReinitializationBehavior == StartPosition. Only used when bTeleportToExplicitTime is false. | ||
| bool | 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. | ||
| void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
||
| void | SetAccumulatedTime
(
float NewTime |
||
| void | SetExplicitPreviousTime
(
float PreviousTime |
||
| bool | SetExplicitTime
(
float InTime |
Set the time at which to evaluate the associated sequence. | |
| void | SetReinitializationBehavior
(
TEnumAsByte< ESequenceEvalReinit::Type > InBehavior |
Set what to do when SequenceEvaluator is reinitialized | |
| bool | SetSequence
(
UAnimSequenceBase* InSequence |
Set the animation sequence asset to evaluate. | |
| bool | SetShouldLoop
(
bool bInShouldLoop |
Set the animation to continue looping when it reaches the end. | |
| void | SetTeleportToExplicitTime
(
bool bInTeleport |
Set whether to teleport to explicit time when it is set. | |
| void | UpdateAssetPlayer
(
const FAnimationUpdateContext& Context |