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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_SequencePlayer.h |
| Include | #include "Animation/AnimNode_SequencePlayer.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_SequencePlayerBase : public FAnimNode_AssetPlayerBase
Remarks
Sequence player node. Not instantiated directly, use FAnimNode_SequencePlayer or FAnimNode_SequencePlayer_Standalone.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FInputScaleBiasClampState | PlayRateScaleBiasClampState | Corresponding state for PlayRateScaleBiasClampConstants. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| float | GetEffectiveStartPosition
(
const FAnimationBaseContext& Context |
||
| bool | Should the animation loop back to the start when it reaches the end? | ||
| float | GetPlayRate () |
The play rate multiplier. Can be negative, which will cause the animation to play in reverse. | |
| float | The Basis in which the PlayRate is expressed in. | ||
| const FInputScaleBiasClampConstants & | Additional scaling, offsetting and clamping of PlayRate input. Performed after PlayRateBasis. | ||
| UAnimSequenceBase * | GetSequence () |
The animation sequence asset to play. | |
| bool | Use pose matching to choose the start position. Requires experimental PoseSearch plugin. | ||
| 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. | ||
| float | GetTimeFromEnd
(
float CurrentNodeTime |
||
| bool | SetLoopAnimation
(
bool bInLoopAnimation |
Set the animation to continue looping when it reaches the end. | |
| bool | SetPlayRate
(
float InPlayRate |
Set the play rate of this node. | |
| bool | SetSequence
(
UAnimSequenceBase* InSequence |
Set the animation sequence asset to play. | |
| bool | SetStartPosition
(
float InStartPosition |
Set the start time of this node. |
Overridden from FAnimNode_AssetPlayerBase
| Type | Name | Description | |
|---|---|---|---|
| void | UpdateAssetPlayer
(
const FAnimationUpdateContext& Context |
Update method for the asset player, to be implemented by derived classes |
Overridden from FAnimNode_AssetPlayerRelevancyBase
| Type | Name | Description | |
|---|---|---|---|
| UAnimationAsset * | GetAnimAsset () |
Get the animation asset associated with the node, derived classes should implement this | |
| 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 |
Overridden from FAnimNode_Base
| Type | Name | Description | |
|---|---|---|---|
| void | CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). | |
| void | Evaluate_AnyThread
(
FPoseContext& Output |
Called to evaluate local-space bones transforms according to the weights set up in Update(). | |
| void | GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. | |
| void | Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Initialize function for setup purposes |