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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
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_SequencePlayer.h |
Include | #include "Animation/AnimNode_SequencePlayer.h" |
Syntax
struct FAnimNode_SequencePlayer : public FAnimNode_SequencePlayerBase
Remarks
Sequence player node that can be used with constant folding.
Variables
Type | Name | Description | |
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bool | bIgnoreForRelevancyTest | If true, "Relevant anim" nodes that look for the highest weighted animation in a state will ignore this node. |
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bool | bLoopAnimation | Should the animation loop back to the start when it reaches the end? |
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bool | bStartFromMatchingPose | Use pose matching to choose the start position. Requires experimental PoseSearch plugin. |
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FName | GroupName | The group name (NAME_None if it is not part of any group) |
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TEnumAsByte< EAnimGroupRole::Type > | GroupRole | The role this player can assume within the group (ignored if GroupIndex is INDEX_NONE) |
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EAnimSyncMethod | Method | How synchronization is determined. |
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float | PlayRate | The play rate multiplier. Can be negative, which will cause the animation to play in reverse. |
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float | PlayRateBasis | The Basis in which the PlayRate is expressed in. |
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FInputScaleBiasClampConstants | PlayRateScaleBiasClampConstants | Additional scaling, offsetting and clamping of PlayRate input. Performed after PlayRateBasis. |
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TObjectPtr< UAnimSequenceBase > | Sequence | The animation sequence asset to play. |
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float | StartPosition | The start position between 0 and the length of the sequence to use when initializing. When looping, play will still jump back to the beginning when reaching the end. |
Overridden from FAnimNode_SequencePlayerBase
Type | Name | Description | |
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float | GetPlayRate () |
The play rate multiplier. Can be negative, which will cause the animation to play in reverse. |
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float | The Basis in which the PlayRate is expressed in. | |
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const FInputScaleBiasClampConstants & | Additional scaling, offsetting and clamping of PlayRate input. Performed after PlayRateBasis. | |
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UAnimSequenceBase * | GetSequence () |
The animation sequence asset to play. |
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bool | Use pose matching to choose the start position. Requires experimental PoseSearch plugin. | |
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float | The start position [range: 0 - sequence length] to use when initializing. When looping, play will still jump back to the beginning when reaching the end. | |
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bool | SetLoopAnimation
(
bool bInLoopAnimation |
Set the animation to continue looping when it reaches the end. |
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bool | SetPlayRate
(
float InPlayRate |
Set the play rate of this node. |
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bool | SetSequence
(
UAnimSequenceBase* InSequence |
Set the animation sequence asset to play. |
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bool | SetStartPosition
(
float InStartPosition |
Set the start time of this node. |
Overridden from FAnimNode_AssetPlayerBase
Type | Name | Description | |
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EAnimSyncMethod | Get the sync group method we are using. | |
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FName | GetGroupName () |
Get the sync group name we are using. |
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EAnimGroupRole::Type | GetGroupRole () |
Get the sync group role we are using. |
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bool | SetGroupMethod
(
EAnimSyncMethod InMethod |
Set the sync group method we are using. |
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bool | SetGroupName
(
FName InGroupName |
Set the sync group name we are using. |
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bool | SetGroupRole
(
EAnimGroupRole::Type InRole |
Set the sync group role we are using. |
Overridden from FAnimNode_AssetPlayerRelevancyBase
Type | Name | Description | |
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bool | Check whether this node should be ignored when testing for relevancy in state machines. | |
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bool | IsLooping () |
Does this asset player loop back to the start when it reaches the end? |
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bool | SetIgnoreForRelevancyTest
(
bool bInIgnoreForRelevancyTest |
Set whether this node should be ignored when testing for relevancy in state machines. |
Deprecated Variables
Type | Name | Description | |
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FInputScaleBiasClamp | PlayRateScaleBiasClamp_DEPRECATED |