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Sequence player node that can be used with constant folding.
| Name | FAnimNode_SequencePlayer |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Animation/AnimNode_SequencePlayer.h |
| Include Path | #include "Animation/AnimNode_SequencePlayer.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FAnimNode_SequencePlayer : public FAnimNode_SequencePlayerBase
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_AssetPlayerRelevancyBase → FAnimNode_AssetPlayerBase → FAnimNode_SequencePlayerBase → FAnimNode_SequencePlayer
Functions
Public
Overridden from FAnimNode_SequencePlayerBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual float GetPlayRate() |
The play rate multiplier. Can be negative, which will cause the animation to play in reverse. | Animation/AnimNode_SequencePlayer.h | |
virtual float GetPlayRateBasis () |
The Basis in which the PlayRate is expressed in. | Animation/AnimNode_SequencePlayer.h | |
virtual const FInputScaleBiasClampConstants & GetPlayRateScaleBiasClampConstants() |
Additional scaling, offsetting and clamping of PlayRate input. Performed after PlayRateBasis. | Animation/AnimNode_SequencePlayer.h | |
virtual UAnimSequenceBase * GetSequence() |
The animation sequence asset to play. | Animation/AnimNode_SequencePlayer.h | |
virtual bool GetStartFromMatchingPose() |
Use pose matching to choose the start position. Requires PoseSearch plugin. | Animation/AnimNode_SequencePlayer.h | |
virtual float GetStartPosition() |
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. | Animation/AnimNode_SequencePlayer.h | |
virtual bool SetLoopAnimation
(
bool bInLoopAnimation |
Set the animation to continue looping when it reaches the end. | Animation/AnimNode_SequencePlayer.h | |
virtual bool SetPlayRate
(
float InPlayRate |
Set the play rate of this node. | Animation/AnimNode_SequencePlayer.h | |
virtual bool SetSequence
(
UAnimSequenceBase* InSequence |
Set the animation sequence asset to play. | Animation/AnimNode_SequencePlayer.h | |
virtual bool SetStartPosition
(
float InStartPosition |
Set the start time of this node. | Animation/AnimNode_SequencePlayer.h |
Overridden from FAnimNode_AssetPlayerBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EAnimSyncMethod GetGroupMethod() |
Get the sync group method we are using. | Animation/AnimNode_SequencePlayer.h | |
virtual FName GetGroupName() |
Get the sync group name we are using. | Animation/AnimNode_SequencePlayer.h | |
virtual EAnimGroupRole::Type GetGroupRole() |
Get the sync group role we are using. | Animation/AnimNode_SequencePlayer.h | |
virtual bool GetOverridePositionWhenJoiningSyncGroupAsLeader() |
Get the flag that determines if this asset player will not sync to the previous leader's sync position when joining a sync group and before becoming the leader but instead force everyone else to match its position. | Animation/AnimNode_SequencePlayer.h | |
virtual bool SetGroupMethod
(
EAnimSyncMethod InMethod |
Set the sync group method we are using. | Animation/AnimNode_SequencePlayer.h | |
virtual bool SetGroupName
(
FName InGroupName |
Set the sync group name we are using. | Animation/AnimNode_SequencePlayer.h | |
virtual bool SetGroupRole
(
EAnimGroupRole::Type InRole |
Set the sync group role we are using. | Animation/AnimNode_SequencePlayer.h | |
virtual bool SetOverridePositionWhenJoiningSyncGroupAsLeader
(
bool InOverridePositionWhenJoiningSyncGroupAsLeader |
Set the flag that determines if this asset player will not sync to the previous leader's sync position when joining a sync group and before becoming the leader but instead force everyone else to match its position. | Animation/AnimNode_SequencePlayer.h |
Overridden from FAnimNode_AssetPlayerRelevancyBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool GetIgnoreForRelevancyTest() |
Check whether this node should be ignored when testing for relevancy in state machines. | Animation/AnimNode_SequencePlayer.h | |
virtual bool IsLooping() |
Does this asset player loop back to the start when it reaches the end? | Animation/AnimNode_SequencePlayer.h | |
virtual bool SetIgnoreForRelevancyTest
(
bool bInIgnoreForRelevancyTest |
Set whether this node should be ignored when testing for relevancy in state machines. | Animation/AnimNode_SequencePlayer.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PlayRateScaleBiasClamp_DEPRECATED | FInputScaleBiasClamp | Animation/AnimNode_SequencePlayer.h |