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| Name | FAnimNode_BlendSpacePlayer |
| Type | struct |
| Header File | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_BlendSpacePlayer.h |
| Include Path | #include "AnimNodes/AnimNode_BlendSpacePlayer.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_BlendSpacePlayer : public FAnimNode_BlendSpacePlayerBase
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_AssetPlayerRelevancyBase → FAnimNode_AssetPlayerBase → FAnimNode_BlendSpacePlayerBase → FAnimNode_BlendSpacePlayer
Derived Classes
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIgnoreForRelevancyTest | bool | If true, "Relevant anim" nodes that look for the highest weighted animation in a state will ignore this node. | AnimNodes/AnimNode_BlendSpacePlayer.h |
|
| BlendSpace | TObjectPtr< UBlendSpace > | The blendspace asset to play. | AnimNodes/AnimNode_BlendSpacePlayer.h |
|
| bLoop | bool | Should the animation loop back to the start when it reaches the end? | AnimNodes/AnimNode_BlendSpacePlayer.h |
|
| bOverridePositionWhenJoiningSyncGroupAsLeader | bool | When enabled, acting as the leader, and using marker-based sync, this asset player will not sync to the previous leader's sync position when joining a sync group and before becoming the leader but instead force everyone else to match its position. | AnimNodes/AnimNode_BlendSpacePlayer.h |
|
| bResetPlayTimeWhenBlendSpaceChanges | bool | Whether we should reset the current play time when the blend space changes. | AnimNodes/AnimNode_BlendSpacePlayer.h |
|
| GroupName | FName | The group name that we synchronize with (NAME_None if it is not part of any group). | AnimNodes/AnimNode_BlendSpacePlayer.h |
|
| GroupRole | TEnumAsByte< EAnimGroupRole::Type > | The role this node can assume within the group (ignored if GroupName is not set). | AnimNodes/AnimNode_BlendSpacePlayer.h |
|
| Method | EAnimSyncMethod | How this node will synchronize with other animations. | AnimNodes/AnimNode_BlendSpacePlayer.h |
|
| PlayRate | float | The play rate multiplier. Can be negative, which will cause the animation to play in reverse. | AnimNodes/AnimNode_BlendSpacePlayer.h |
|
| StartPosition | float | The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end. | AnimNodes/AnimNode_BlendSpacePlayer.h |
|
| X | float | The X coordinate to sample in the blendspace. | AnimNodes/AnimNode_BlendSpacePlayer.h |
|
| Y | float | The Y coordinate to sample in the blendspace. | AnimNodes/AnimNode_BlendSpacePlayer.h |
|
Functions
Public
Overridden from FAnimNode_BlendSpacePlayerBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UBlendSpace * GetBlendSpace() |
Get the blendspace asset to play. | AnimNodes/AnimNode_BlendSpacePlayer.h | |
virtual float GetPlayRate() |
Get the play rate multiplier. Can be negative, which will cause the animation to play in reverse. | AnimNodes/AnimNode_BlendSpacePlayer.h | |
virtual FVector GetPosition() |
Get the coordinates that are currently being sampled by the blendspace. | AnimNodes/AnimNode_BlendSpacePlayer.h | |
virtual float GetStartPosition() |
The start position in [0, 1] to use when initializing. When looping, play will still jump back to the beginning when reaching the end. | AnimNodes/AnimNode_BlendSpacePlayer.h | |
virtual bool SetBlendSpace
(
UBlendSpace* InBlendSpace |
Set the blendspace asset to play. | AnimNodes/AnimNode_BlendSpacePlayer.h | |
virtual bool SetLoop
(
bool bInLoop |
Set if the animation should loop back to the start when it reaches the end? | AnimNodes/AnimNode_BlendSpacePlayer.h | |
virtual bool SetPlayRate
(
float InPlayRate |
Set the play rate multiplier. Can be negative, which will cause the animation to play in reverse. | AnimNodes/AnimNode_BlendSpacePlayer.h | |
virtual bool SetPosition
(
FVector InPosition |
Set the coordinates that are currently being sampled by the blendspace. | AnimNodes/AnimNode_BlendSpacePlayer.h | |
virtual bool SetResetPlayTimeWhenBlendSpaceChanges
(
bool bReset |
Set whether we should reset the current play time when the blend space changes. | AnimNodes/AnimNode_BlendSpacePlayer.h | |
virtual bool ShouldResetPlayTimeWhenBlendSpaceChanges() |
Get whether we should reset the current play time when the blend space changes. | AnimNodes/AnimNode_BlendSpacePlayer.h |
Overridden from FAnimNode_AssetPlayerBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EAnimSyncMethod GetGroupMethod() |
AnimNodes/AnimNode_BlendSpacePlayer.h | ||
virtual FName GetGroupName() |
AnimNodes/AnimNode_BlendSpacePlayer.h | ||
virtual EAnimGroupRole::Type GetGroupRole() |
AnimNodes/AnimNode_BlendSpacePlayer.h | ||
virtual bool GetOverridePositionWhenJoiningSyncGroupAsLeader() |
AnimNodes/AnimNode_BlendSpacePlayer.h | ||
virtual bool SetGroupMethod
(
EAnimSyncMethod InMethod |
AnimNodes/AnimNode_BlendSpacePlayer.h | ||
virtual bool SetGroupName
(
FName InGroupName |
AnimNodes/AnimNode_BlendSpacePlayer.h | ||
virtual bool SetGroupRole
(
EAnimGroupRole::Type InRole |
AnimNodes/AnimNode_BlendSpacePlayer.h | ||
virtual bool SetOverridePositionWhenJoiningSyncGroupAsLeader
(
bool InOverridePositionWhenJoiningSyncGroupAsLeader |
AnimNodes/AnimNode_BlendSpacePlayer.h |
Overridden from FAnimNode_AssetPlayerRelevancyBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool GetIgnoreForRelevancyTest() |
AnimNodes/AnimNode_BlendSpacePlayer.h | ||
virtual bool IsLooping() |
AnimNodes/AnimNode_BlendSpacePlayer.h | ||
virtual bool SetIgnoreForRelevancyTest
(
bool bInIgnoreForRelevancyTest |
AnimNodes/AnimNode_BlendSpacePlayer.h |