UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FAnimNode_AssetPlayerRelevancyBase Struct Reference

#include <AnimNode_RelevantAssetPlayerBase.h>

+ Inheritance diagram for FAnimNode_AssetPlayerRelevancyBase:

Public Member Functions

virtual ENGINE_API class UAnimationAssetGetAnimAsset () const
 
virtual ENGINE_API float GetAccumulatedTime () const
 
virtual ENGINE_API void SetAccumulatedTime (float NewTime)
 
virtual ENGINE_API float GetCurrentAssetLength () const
 
virtual ENGINE_API float GetCurrentAssetTime () const
 
virtual ENGINE_API float GetCurrentAssetTimePlayRateAdjusted () const
 
virtual ENGINE_API bool IsLooping () const
 
virtual ENGINE_API bool GetIgnoreForRelevancyTest () const
 
virtual ENGINE_API bool SetIgnoreForRelevancyTest (bool bInIgnoreForRelevancyTest)
 
virtual ENGINE_API float GetCachedBlendWeight () const
 
virtual ENGINE_API void ClearCachedBlendWeight ()
 
virtual ENGINE_API const FDeltaTimeRecordGetDeltaTimeRecord () const
 
- Public Member Functions inherited from FAnimNode_Base
virtual ENGINE_API void Initialize_AnyThread (const FAnimationInitializeContext &Context)
 
virtual ENGINE_API void CacheBones_AnyThread (const FAnimationCacheBonesContext &Context)
 
virtual ENGINE_API void Update_AnyThread (const FAnimationUpdateContext &Context)
 
virtual ENGINE_API void Evaluate_AnyThread (FPoseContext &Output)
 
virtual ENGINE_API void EvaluateComponentSpace_AnyThread (FComponentSpacePoseContext &Output)
 
virtual void GatherDebugData (FNodeDebugData &DebugData)
 
virtual bool CanUpdateInWorkerThread () const
 
virtual bool HasPreUpdate () const
 
virtual void PreUpdate (const UAnimInstance *InAnimInstance)
 
virtual bool NeedsDynamicReset () const
 
virtual ENGINE_API void ResetDynamics (ETeleportType InTeleportType)
 
virtual void PostCompile (const class USkeleton *InSkeleton)
 
virtual bool NeedsOnInitializeAnimInstance () const
 
virtual ~FAnimNode_Base ()
 
virtual void ResetDynamics ()
 
virtual bool WantsSkippedUpdates () const
 
virtual void OnUpdatesSkipped (TArrayView< const FAnimationUpdateContext * > SkippedUpdateContexts)
 
virtual void OverrideAsset (class UAnimationAsset *NewAsset)
 
ENGINE_API const FExposedValueHandlerGetEvaluateGraphExposedInputs () const
 
void SetExposedValueHandler (const FExposedValueHandler *Handler)
 
int32 GetNodeIndex () const
 
const IAnimClassInterfaceGetAnimClassInterface () const
 

Additional Inherited Members

- Protected Member Functions inherited from FAnimNode_Base
template<typename DataType >
const DataType & GetData (UE::Anim::FNodeDataId InId, const UObject *InObject=nullptr) const
 
template<typename DataType >
DataType * GetInstanceDataPtr (UE::Anim::FNodeDataId InId, UObject *InObject=nullptr)
 
ENGINE_API bool IsLODEnabled (FAnimInstanceProxy *AnimInstanceProxy)
 
virtual int32 GetLODThreshold () const
 
virtual ENGINE_API void OnInitializeAnimInstance (const FAnimInstanceProxy *InProxy, const UAnimInstance *InAnimInstance)
 

Member Function Documentation

◆ ClearCachedBlendWeight()

void FAnimNode_AssetPlayerRelevancyBase::ClearCachedBlendWeight ( )
virtual

Set the cached blendweight to zero

Reimplemented in FAnimNode_RandomPlayer, and FAnimNode_AssetPlayerBase.

◆ GetAccumulatedTime()

float FAnimNode_AssetPlayerRelevancyBase::GetAccumulatedTime ( ) const
virtual

Get the currently referenced time within the asset player node

Reimplemented in FAnimNode_PoseHandler, FAnimNode_RandomPlayer, FAnimNode_SequenceEvaluatorBase, and FAnimNode_AssetPlayerBase.

◆ GetAnimAsset()

UAnimationAsset * FAnimNode_AssetPlayerRelevancyBase::GetAnimAsset ( ) const
virtual

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

Reimplemented in FAnimNode_PoseHandler, FAnimNode_BlendSpacePlayerBase, FAnimNode_RandomPlayer, FAnimNode_SequenceEvaluatorBase, and FAnimNode_SequencePlayerBase.

◆ GetCachedBlendWeight()

float FAnimNode_AssetPlayerRelevancyBase::GetCachedBlendWeight ( ) const
virtual

Get the last encountered blend weight for this node

Reimplemented in FAnimNode_RandomPlayer, and FAnimNode_AssetPlayerBase.

◆ GetCurrentAssetLength()

float FAnimNode_AssetPlayerRelevancyBase::GetCurrentAssetLength ( ) const
virtual

◆ GetCurrentAssetTime()

float FAnimNode_AssetPlayerRelevancyBase::GetCurrentAssetTime ( ) const
virtual

◆ GetCurrentAssetTimePlayRateAdjusted()

float FAnimNode_AssetPlayerRelevancyBase::GetCurrentAssetTimePlayRateAdjusted ( ) const
virtual

◆ GetDeltaTimeRecord()

const FDeltaTimeRecord * FAnimNode_AssetPlayerRelevancyBase::GetDeltaTimeRecord ( ) const
virtual

Get the delta time record owned by this asset player (or null)

Reimplemented in FAnimNode_RandomPlayer, and FAnimNode_AssetPlayerBase.

◆ GetIgnoreForRelevancyTest()

◆ IsLooping()

◆ SetAccumulatedTime()

void FAnimNode_AssetPlayerRelevancyBase::SetAccumulatedTime ( float  NewTime)
virtual

Override the currently accumulated time

Reimplemented in FAnimNode_PoseHandler, FAnimNode_SequenceEvaluatorBase, and FAnimNode_AssetPlayerBase.

◆ SetIgnoreForRelevancyTest()


The documentation for this struct was generated from the following files: