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Sequence evaluator node that can be used with constant folding.
| Name | FAnimNode_SequenceEvaluator |
| Type | struct |
| Header File | /Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_SequenceEvaluator.h |
| Include Path | #include "AnimNodes/AnimNode_SequenceEvaluator.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_SequenceEvaluator : public FAnimNode_SequenceEvaluatorBase
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_AssetPlayerRelevancyBase → FAnimNode_AssetPlayerBase → FAnimNode_SequenceEvaluatorBase → FAnimNode_SequenceEvaluator
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_SequenceEvaluator.h |
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| bShouldLoop | bool | This only works if bTeleportToExplicitTime is false OR this node is set to use SyncGroup | AnimNodes/AnimNode_SequenceEvaluator.h |
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| bTeleportToExplicitTime | 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. | AnimNodes/AnimNode_SequenceEvaluator.h |
|
| bUseExplicitFrame | bool | Whether to use ExplicitFrame (true) or ExplicitTime (false) when evaluating the associated sequence. | AnimNodes/AnimNode_SequenceEvaluator.h |
|
| ExplicitFrame | int32 | The frame at which to evaluate the associated sequence. | AnimNodes/AnimNode_SequenceEvaluator.h |
|
| ExplicitTime | float | The time at which to evaluate the associated sequence. | AnimNodes/AnimNode_SequenceEvaluator.h |
|
| GroupName | FName | The group name that we synchronize with (NAME_None if it is not part of any group). | AnimNodes/AnimNode_SequenceEvaluator.h |
|
| GroupRole | TEnumAsByte< EAnimGroupRole::Type > | The role this node can assume within the group (ignored if GroupName is not set) | AnimNodes/AnimNode_SequenceEvaluator.h |
|
| Method | EAnimSyncMethod | How this node will synchronize with other animations. | AnimNodes/AnimNode_SequenceEvaluator.h |
|
| ReinitializationBehavior | TEnumAsByte< ESequenceEvalReinit::Type > | What to do when SequenceEvaluator is reinitialized | AnimNodes/AnimNode_SequenceEvaluator.h |
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| Sequence | TObjectPtr< UAnimSequenceBase > | The animation sequence asset to evaluate. | AnimNodes/AnimNode_SequenceEvaluator.h |
|
| StartPosition | float | The start up position, it only applies when ReinitializationBehavior == StartPosition. Only used when bTeleportToExplicitTime is false. | AnimNodes/AnimNode_SequenceEvaluator.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 GetExplicitFrame() |
AnimNodes/AnimNode_SequenceEvaluator.h | ||
bool SetExplicitFrame
(
int32 InFrame |
AnimNodes/AnimNode_SequenceEvaluator.h | ||
bool SetShouldUseExplicitFrame
(
bool bFlag |
AnimNodes/AnimNode_SequenceEvaluator.h | ||
bool ShouldUseExplicitFrame() |
AnimNodes/AnimNode_SequenceEvaluator.h |
Overridden from FAnimNode_SequenceEvaluatorBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual float GetExplicitTime() |
The time at which to evaluate the associated sequence. | AnimNodes/AnimNode_SequenceEvaluator.h | |
virtual TEnumAsByte< ESequenceEvalReinit::Type > GetReinitializationBehavior() |
What to do when SequenceEvaluator is reinitialized | AnimNodes/AnimNode_SequenceEvaluator.h | |
virtual UAnimSequenceBase * GetSequence() |
The animation sequence asset to evaluate. | AnimNodes/AnimNode_SequenceEvaluator.h | |
virtual float GetStartPosition() |
The start up position, it only applies when ReinitializationBehavior == StartPosition. Only used when bTeleportToExplicitTime is false. | AnimNodes/AnimNode_SequenceEvaluator.h | |
virtual bool GetTeleportToExplicitTime() |
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. | AnimNodes/AnimNode_SequenceEvaluator.h | |
virtual bool SetExplicitTime
(
float InTime |
Set the time at which to evaluate the associated sequence. | AnimNodes/AnimNode_SequenceEvaluator.h | |
virtual bool SetSequence
(
UAnimSequenceBase* InSequence |
Set the animation sequence asset to evaluate. | AnimNodes/AnimNode_SequenceEvaluator.h | |
virtual bool SetShouldLoop
(
bool bInShouldLoop |
Set the animation to continue looping when it reaches the end. | AnimNodes/AnimNode_SequenceEvaluator.h |
Overridden from FAnimNode_AssetPlayerBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EAnimSyncMethod GetGroupMethod() |
AnimNodes/AnimNode_SequenceEvaluator.h | ||
virtual FName GetGroupName() |
AnimNodes/AnimNode_SequenceEvaluator.h | ||
virtual EAnimGroupRole::Type GetGroupRole() |
AnimNodes/AnimNode_SequenceEvaluator.h | ||
virtual bool SetGroupMethod
(
EAnimSyncMethod InMethod |
AnimNodes/AnimNode_SequenceEvaluator.h | ||
virtual bool SetGroupName
(
FName InGroupName |
AnimNodes/AnimNode_SequenceEvaluator.h | ||
virtual bool SetGroupRole
(
EAnimGroupRole::Type InRole |
AnimNodes/AnimNode_SequenceEvaluator.h |
Overridden from FAnimNode_AssetPlayerRelevancyBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool GetIgnoreForRelevancyTest() |
AnimNodes/AnimNode_SequenceEvaluator.h | ||
virtual bool IsLooping() |
AnimNodes/AnimNode_SequenceEvaluator.h | ||
virtual bool SetIgnoreForRelevancyTest
(
bool bInIgnoreForRelevancyTest |
AnimNodes/AnimNode_SequenceEvaluator.h |