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Sequence player node. Not instantiated directly, use FAnimNode_SequencePlayer or FAnimNode_SequencePlayer_Standalone.
| Name | FAnimNode_SequencePlayerBase |
| 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_SequencePlayerBase : public FAnimNode_AssetPlayerBase
Inheritance Hierarchy
- FAnimNode_Base → FAnimNode_AssetPlayerRelevancyBase → FAnimNode_AssetPlayerBase → FAnimNode_SequencePlayerBase
Derived Classes
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float GetEffectiveStartPosition
(
const FAnimationBaseContext& Context |
Animation/AnimNode_SequencePlayer.h | ||
virtual bool GetLoopAnimation() |
Should the animation loop back to the start when it reaches the end? | Animation/AnimNode_SequencePlayer.h | |
virtual UAnimSequenceBase * GetSequence() |
The animation sequence asset to play. | Animation/AnimNode_SequencePlayer.h | |
float GetTimeFromEnd
(
float CurrentNodeTime |
Animation/AnimNode_SequencePlayer.h |
Overridden from FAnimNode_AssetPlayerBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void UpdateAssetPlayer
(
const FAnimationUpdateContext& Context |
Update method for the asset player, to be implemented by derived classes | Animation/AnimNode_SequencePlayer.h |
Overridden from FAnimNode_AssetPlayerRelevancyBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UAnimationAsset * GetAnimAsset() |
Get the animation asset associated with the node, derived classes should implement this | Animation/AnimNode_SequencePlayer.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_SequencePlayer.h | |
virtual float GetCurrentAssetTime() |
Animation/AnimNode_SequencePlayer.h | ||
virtual float GetCurrentAssetTimePlayRateAdjusted() |
Animation/AnimNode_SequencePlayer.h |
Overridden from FAnimNode_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CacheBones_AnyThread
(
const FAnimationCacheBonesContext& Context |
Called to cache any bones that this node needs to track (e.g. in a FBoneReference). | Animation/AnimNode_SequencePlayer.h | |
virtual void Evaluate_AnyThread
(
FPoseContext& Output |
Called to evaluate local-space bones transforms according to the weights set up in Update(). | Animation/AnimNode_SequencePlayer.h | |
virtual void GatherDebugData
(
FNodeDebugData& DebugData |
Called to gather on-screen debug data. This is called on the game thread. | Animation/AnimNode_SequencePlayer.h | |
virtual void Initialize_AnyThread
(
const FAnimationInitializeContext& Context |
Initialize function for setup purposes | Animation/AnimNode_SequencePlayer.h |
Protected
| 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 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 |