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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation
Inheritance Hierarchy
- FAnimNode_Base
- FAnimNode_AssetPlayerRelevancyBase
- FAnimNode_AssetPlayerBase
- FAnimNode_SequencePlayerBase
- FAnimNode_SequencePlayer
- FAnimNode_SequencePlayer_Standalone
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_RelevantAssetPlayerBase.h |
| Include | #include "Animation/AnimNode_RelevantAssetPlayerBase.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_AssetPlayerRelevancyBase : public FAnimNode_Base
Remarks
Base class for any asset playing anim node
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Set the cached blendweight to zero | ||
| float | Get the currently referenced time within the asset player node | ||
| UAnimationAsset * | GetAnimAsset () |
Get the animation asset associated with the node, derived classes should implement this | |
| float | Get the last encountered blend weight for this node | ||
| float | Functions to report data to getters, this is required for all asset players (but can't be pure abstract because of struct instantiation generated code). | ||
| float | |||
| float | |||
| const FDeltaTimeRecord * | Get the delta time record owned by this asset player (or null) | ||
| bool | Check whether this node should be ignored when testing for relevancy in state machines. | ||
| bool | IsLooping () |
Does this asset player loop back to the start when it reaches the end? | |
| void | SetAccumulatedTime
(
float NewTime |
Override the currently accumulated time | |
| bool | SetIgnoreForRelevancyTest
(
bool bInIgnoreForRelevancyTest |
Set whether this node should be ignored when testing for relevancy in state machines. |