UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SequencePlayerLibrary.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
6
10#include "SequencePlayerLibrary.generated.h"
11
13
14USTRUCT(BlueprintType)
21
22// Exposes operations to be performed on a sequence player anim node
23// Note: Experimental and subject to change!
24UCLASS(Experimental, MinimalAPI)
26{
28
29public:
31 UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta = (BlueprintThreadSafe, ExpandEnumAsExecs = "Result"))
33
35 UFUNCTION(BlueprintPure, Category = "Animation|Sequences", meta = (BlueprintThreadSafe, DisplayName = "Convert to Sequence Player"))
36 static void ConvertToSequencePlayerPure(const FAnimNodeReference& Node, FSequencePlayerReference& SequencePlayer, bool& Result)
37 {
39 SequencePlayer = ConvertToSequencePlayer(Node, ConversionResult);
41 }
42
44 UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
46
52 UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
53 static ANIMGRAPHRUNTIME_API FSequencePlayerReference SetStartPosition(const FSequencePlayerReference& SequencePlayer, float StartPosition);
54
56 UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
57 static ANIMGRAPHRUNTIME_API FSequencePlayerReference SetPlayRate(const FSequencePlayerReference& SequencePlayer, float PlayRate);
58
60 UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
62
64 UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
65 static ANIMGRAPHRUNTIME_API FSequencePlayerReference SetSequenceWithInertialBlending(const FAnimUpdateContext& UpdateContext, const FSequencePlayerReference& SequencePlayer, UAnimSequenceBase* Sequence, float BlendTime = 0.2f);
66
68 UFUNCTION(BlueprintCallable, Category = "Animation|Sequences", meta = (BlueprintThreadSafe, DeprecatedFunction))
70
72 UFUNCTION(BlueprintPure, Category = "Animation|Sequences", meta = (BlueprintThreadSafe, DisplayName = "Get Sequence"))
73 static ANIMGRAPHRUNTIME_API UAnimSequenceBase* GetSequencePure(const FSequencePlayerReference& SequencePlayer);
74
76 UFUNCTION(BlueprintPure, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
78
80 UFUNCTION(BlueprintPure, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
82
84 UFUNCTION(BlueprintPure, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
86
88 UFUNCTION(BlueprintPure, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
90
92 UFUNCTION(BlueprintPure, Category = "Animation|Sequences", meta = (BlueprintThreadSafe))
93 static ANIMGRAPHRUNTIME_API float ComputePlayRateFromDuration(const FSequencePlayerReference& SequencePlayer, float Duration = 1.f);
94};
EAnimNodeReferenceConversionResult
Definition AnimNodeReference.h:16
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define UPARAM(...)
Definition ObjectMacros.h:748
#define GENERATED_BODY(...)
Definition ObjectMacros.h:765
#define UFUNCTION(...)
Definition ObjectMacros.h:745
#define UCLASS(...)
Definition ObjectMacros.h:776
#define USTRUCT(...)
Definition ObjectMacros.h:746
Definition AnimSequenceBase.h:37
Definition BlueprintFunctionLibrary.h:16
Definition SequencePlayerLibrary.h:26
Definition RobinHoodHashTable.h:18
Definition AnimNodeReference.h:24
virtual ENGINE_API float GetAccumulatedTime() const override
Definition AnimNode_AssetPlayerBase.cpp:47
virtual ENGINE_API void SetAccumulatedTime(float NewTime) override
Definition AnimNode_AssetPlayerBase.cpp:52
virtual bool GetLoopAnimation() const final
Definition AnimNode_SequencePlayer.h:48
Definition AnimNode_SequencePlayer.h:86
virtual ENGINE_API bool SetStartPosition(float InStartPosition) override
Definition AnimNode_SequencePlayer.cpp:338
virtual ENGINE_API bool SetPlayRate(float InPlayRate) override
Definition AnimNode_SequencePlayer.cpp:350
virtual ENGINE_API UAnimSequenceBase * GetSequence() const override
Definition AnimNode_SequencePlayer.cpp:203
virtual ENGINE_API float GetPlayRate() const override
Definition AnimNode_SequencePlayer.cpp:213
TObjectPtr< UAnimSequenceBase > Sequence
Definition AnimNode_SequencePlayer.h:116
virtual ENGINE_API bool SetSequence(UAnimSequenceBase *InSequence) override
Definition AnimNode_SequencePlayer.cpp:182
virtual ENGINE_API float GetStartPosition() const override
Definition AnimNode_SequencePlayer.cpp:223
Definition AnimExecutionContext.h:158
Definition SequencePlayerLibrary.h:16