FAnimNode_AssetPlayerBase

Inheritance Hierarchy

Syntax

struct FAnimNode_AssetPlayerBase : public FAnimNode_Base

Remarks

Base class for any asset playing anim node

Variables

Name Description

Protected variable

bool

 

bHasBeenFullWeight

Track whether we have been full weight previously. Reset when we reach 0 weight

Public variable

bool

 

bIgnoreForRelevancyTest

If true, "Relevant anim" nodes that look for the highest weighted animation in a state will ignore this node

Protected variable

float

 

BlendWeight

Last encountered blendweight for this node

Public variable

int32

 

GroupIndex

The group index, assigned at compile time based on the editoronly GroupName (or INDEX_NONE if it is not part of any group)

Public variable

TEnumAsByte < EA ...

 

GroupRole

The role this player can assume within the group (ignored if GroupIndex is INDEX_NONE)

Protected variable

float

 

InternalTimeAccumulator

Accumulated time used to reference the asset in this node

Protected variable

FMarkerTickReco ...

 

MarkerTickRecord

Store data about current marker position when using marker based syncing

Constructors

Name Description

Public function

FAnimNode_AssetPlayerBase()

Functions

Name Description

Public function

void

 

ClearCachedBlendWeight()

Set the cached blendweight to zero

Public function

void

 

CreateTickRecordForNode

(
    const FAnimationUpdateContext & Con...,
    UAnimSequenceBase * Sequence,
    bool bLooping,
    float PlayRate
)

Create a tick record for this node.

Public function Virtual

float

 

GetAccumulatedTime()

Get the currently referenced time within the asset player node

Public function Virtual

UAnimationAs ...

 

GetAnimAsset()

Get the animation asset associated with the node, derived classes should implement this

Public function Virtual

float

 

GetCachedBlendWeight()

Get the last encountered blend weight for this node

Public function 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).

Public function Virtual

float

 

GetCurrentAssetTime()

Public function Virtual

float

 

GetCurrentAssetTimePlayRateAdjusted()

Public function Virtual

void

 

SetAccumulatedTime

(
    const float& NewTime
)

Override the currently accumulated time

Public function Virtual

void

 

UpdateAssetPlayer

(
    const FAnimationUpdateContext & Con...
)

Update method for the asset player, to be implemented by derived classes

Overridden from FAnimNode_Base

Name Description

Public function Virtual

void

 

Initialize_AnyThread

(
    const FAnimationInitializeContext &...
)

Initialize function for setup purposes

Public function Virtual

void

 

Update_AnyThread

(
    const FAnimationUpdateContext & Con...
)

Update the node, marked final so we can always handle blendweight caching.

References

Module

Engine

Header

Runtime/Engine/Classes/Animation/AnimNode_AssetPlayerBase.h