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Struct that maintains state of currently queued animation transtions to be evaluated next frame.
| Name | FQueuedWidgetAnimationTransition |
| Type | struct |
| Header File | /Engine/Source/Runtime/UMG/Public/Blueprint/UserWidget.h |
| Include Path | #include "Blueprint/UserWidget.h" |
Syntax
USTRUCT ()
struct FQueuedWidgetAnimationTransition
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FQueuedWidgetAnimationTransition() |
Blueprint/UserWidget.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bRestoreState | TOptional< bool > | Restores widgets to their pre-animated state when the animation stops | Blueprint/UserWidget.h | |
| EndAtTime | TOptional< float > | The absolute time in the animation where to stop, this is only considered in the last loop. | Blueprint/UserWidget.h | |
| NumLoopsToPlay | TOptional< int32 > | The number of times to loop this animation (0 to loop indefinitely) | Blueprint/UserWidget.h | |
| PlaybackSpeed | TOptional< float > | The speed at which the animation should play | Blueprint/UserWidget.h | |
| PlayMode | TOptional< EUMGSequencePlayMode::Type > | Specifies the playback mode (Forward, Reverse) | Blueprint/UserWidget.h | |
| StartAtTime | TOptional< float > | The time in the animation from which to start playing, relative to the start position. | Blueprint/UserWidget.h | |
| TransitionMode | EQueuedWidgetAnimationMode | Overall action driving this animation transition | Blueprint/UserWidget.h | |
| WidgetAnimation | TObjectPtr< UWidgetAnimation > | Animation with a queued transition | Blueprint/UserWidget.h |
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