Navigation
API > API/Runtime > API/Runtime/Engine
Base class for any asset playing anim node
| Name | FAnimNode_AssetPlayerRelevancyBase |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_RelevantAssetPlayerBase.h |
| Include Path | #include "Animation/AnimNode_RelevantAssetPlayerBase.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_AssetPlayerRelevancyBase : public FAnimNode_Base
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_AssetPlayerRelevancyBase
Derived Classes
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ClearCachedBlendWeight() |
Set the cached blendweight to zero | Animation/AnimNode_RelevantAssetPlayerBase.h | |
virtual float GetAccumulatedTime() |
Get the currently referenced time within the asset player node | Animation/AnimNode_RelevantAssetPlayerBase.h | |
virtual UAnimationAsset * GetAnimAsset() |
Get the animation asset associated with the node, derived classes should implement this | Animation/AnimNode_RelevantAssetPlayerBase.h | |
virtual float GetCachedBlendWeight() |
Get the last encountered blend weight for this node | Animation/AnimNode_RelevantAssetPlayerBase.h | |
virtual float GetCurrentAssetLength() |
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). | Animation/AnimNode_RelevantAssetPlayerBase.h | |
virtual float GetCurrentAssetTime() |
Animation/AnimNode_RelevantAssetPlayerBase.h | ||
virtual float GetCurrentAssetTimePlayRateAdjusted() |
Animation/AnimNode_RelevantAssetPlayerBase.h | ||
virtual const FDeltaTimeRecord * GetDeltaTimeRecord() |
Get the delta time record owned by this asset player (or null) | Animation/AnimNode_RelevantAssetPlayerBase.h | |
virtual bool GetIgnoreForRelevancyTest() |
Check whether this node should be ignored when testing for relevancy in state machines. | Animation/AnimNode_RelevantAssetPlayerBase.h | |
virtual bool IsLooping() |
Does this asset player loop back to the start when it reaches the end? | Animation/AnimNode_RelevantAssetPlayerBase.h | |
virtual void SetAccumulatedTime
(
float NewTime |
Override the currently accumulated time | Animation/AnimNode_RelevantAssetPlayerBase.h | |
virtual bool SetIgnoreForRelevancyTest
(
bool bInIgnoreForRelevancyTest |
Set whether this node should be ignored when testing for relevancy in state machines. | Animation/AnimNode_RelevantAssetPlayerBase.h |