UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SingleAnimationPlayData.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "SingleAnimationPlayData.generated.h"
8
10
11USTRUCT(BlueprintType)
13{
15
16 // @todo in the future, we should make this one UObject
17 // and have detail customization to display different things
18 // The default sequence to play on this skeletal mesh
19 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Animation)
20 TObjectPtr<class UAnimationAsset> AnimToPlay;
21
23 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Animation, meta = (DisplayName = "Looping"))
24 uint32 bSavedLooping : 1;
25
27 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Animation, meta = (DisplayName = "Playing"))
28 uint32 bSavedPlaying : 1;
29
31 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Animation, meta = (DisplayName = "Initial Position"))
32 float SavedPosition;
33
35 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadWrite, Category = Animation, meta = (DisplayName = "PlayRate"))
36 float SavedPlayRate;
37
39 {
40 AnimToPlay = nullptr;
41 SavedPlayRate = 1.0f;
42 bSavedLooping = true;
43 bSavedPlaying = true;
44 SavedPosition = 0.f;
45 }
46
49
52
53 ENGINE_API void ValidatePosition();
54};
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define USTRUCT(...)
Definition ObjectMacros.h:746
#define GENERATED_USTRUCT_BODY(...)
Definition ObjectMacros.h:767
uint32_t uint32
Definition binka_ue_file_header.h:6
Definition AnimSingleNodeInstance.h:24
Definition AnimationAsset.h:1020
Definition SingleAnimationPlayData.h:13
Definition ObjectPtr.h:488