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

#include <AnimNode_SequenceEvaluator.h>

+ Inheritance diagram for FAnimNode_SequenceEvaluatorBase:

Public Member Functions

virtual ANIMGRAPHRUNTIME_API float GetCurrentAssetTime () const override
 
virtual ANIMGRAPHRUNTIME_API float GetCurrentAssetLength () const override
 
virtual ANIMGRAPHRUNTIME_API void Initialize_AnyThread (const FAnimationInitializeContext &Context) override
 
virtual ANIMGRAPHRUNTIME_API void CacheBones_AnyThread (const FAnimationCacheBonesContext &Context) override
 
virtual ANIMGRAPHRUNTIME_API void UpdateAssetPlayer (const FAnimationUpdateContext &Context) override
 
virtual ANIMGRAPHRUNTIME_API void Evaluate_AnyThread (FPoseContext &Output) override
 
virtual ANIMGRAPHRUNTIME_API void GatherDebugData (FNodeDebugData &DebugData) override
 
virtual float GetAccumulatedTime () const override
 
virtual void SetAccumulatedTime (float NewTime) override
 
virtual UAnimationAssetGetAnimAsset () const override
 
void SetExplicitPreviousTime (float PreviousTime)
 
virtual ANIMGRAPHRUNTIME_API float GetEffectiveDeltaTime (float ExplicitTime, float PrevExplicitTime) const
 
virtual bool SetSequence (UAnimSequenceBase *InSequence)
 
virtual bool SetExplicitTime (float InTime)
 
virtual void SetTeleportToExplicitTime (bool bInTeleport)
 
virtual void SetReinitializationBehavior (TEnumAsByte< ESequenceEvalReinit::Type > InBehavior)
 
virtual UAnimSequenceBaseGetSequence () const
 
virtual float GetExplicitTime () const
 
virtual bool GetShouldLoop () const final
 
virtual bool SetShouldLoop (bool bInShouldLoop)
 
virtual bool GetTeleportToExplicitTime () const
 
virtual TEnumAsByte< ESequenceEvalReinit::TypeGetReinitializationBehavior () const
 
virtual float GetStartPosition () const
 
ANIMGRAPHRUNTIME_API void PostExposedInputsUpdateAssetPlayer (const FAnimationUpdateContext &Context)
 
- Public Member Functions inherited from FAnimNode_AssetPlayerBase
 FAnimNode_AssetPlayerBase ()=default
 
virtual ENGINE_API void Update_AnyThread (const FAnimationUpdateContext &Context) final override
 
ENGINE_API void CreateTickRecordForNode (const FAnimationUpdateContext &Context, UAnimSequenceBase *Sequence, bool bLooping, float PlayRate, bool bIsEvaluator)
 
virtual FName GetGroupName () const
 
virtual EAnimGroupRole::Type GetGroupRole () const
 
virtual EAnimSyncMethod GetGroupMethod () const
 
virtual bool GetOverridePositionWhenJoiningSyncGroupAsLeader () const
 
virtual bool SetGroupName (FName InGroupName)
 
virtual bool SetGroupRole (EAnimGroupRole::Type InRole)
 
virtual bool SetGroupMethod (EAnimSyncMethod InMethod)
 
virtual bool SetOverridePositionWhenJoiningSyncGroupAsLeader (bool InOverridePositionWhenJoiningSyncGroupAsLeader)
 
virtual ENGINE_API float GetCachedBlendWeight () const override
 
virtual ENGINE_API void ClearCachedBlendWeight () override
 
virtual ENGINE_API float GetCurrentAssetTimePlayRateAdjusted () const override
 
virtual ENGINE_API const FDeltaTimeRecordGetDeltaTimeRecord () const override
 
- Public Member Functions inherited from FAnimNode_AssetPlayerRelevancyBase
virtual ENGINE_API bool IsLooping () const
 
virtual ENGINE_API bool GetIgnoreForRelevancyTest () const
 
virtual ENGINE_API bool SetIgnoreForRelevancyTest (bool bInIgnoreForRelevancyTest)
 
- Public Member Functions inherited from FAnimNode_Base
virtual ENGINE_API void EvaluateComponentSpace_AnyThread (FComponentSpacePoseContext &Output)
 
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_AssetPlayerBase
ENGINE_API UE::Anim::FAnimSyncParams GetSyncParams (bool bRequestedInertialization) const
 
- 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)
 
- Protected Attributes inherited from FAnimNode_AssetPlayerBase
FMarkerTickRecord MarkerTickRecord
 
float BlendWeight = 0.0f
 
float InternalTimeAccumulator = 0.0f
 
FDeltaTimeRecord DeltaTimeRecord
 
bool bHasBeenFullWeight = false
 

Member Function Documentation

◆ CacheBones_AnyThread()

void FAnimNode_SequenceEvaluatorBase::CacheBones_AnyThread ( const FAnimationCacheBonesContext Context)
overridevirtual

Called to cache any bones that this node needs to track (e.g. in a FBoneReference). This is usually called at startup when LOD switches occur. This can be called on any thread.

Parameters
ContextContext structure providing access to relevant data

Reimplemented from FAnimNode_Base.

◆ Evaluate_AnyThread()

void FAnimNode_SequenceEvaluatorBase::Evaluate_AnyThread ( FPoseContext Output)
overridevirtual

Called to evaluate local-space bones transforms according to the weights set up in Update(). You should implement either Evaluate or EvaluateComponentSpace, but not both of these. This can be called on any thread.

Parameters
OutputOutput structure to write pose or curve data to. Also provides access to relevant data as a context.

Reimplemented from FAnimNode_Base.

◆ GatherDebugData()

void FAnimNode_SequenceEvaluatorBase::GatherDebugData ( FNodeDebugData DebugData)
overridevirtual

Called to gather on-screen debug data. This is called on the game thread.

Parameters
DebugDataDebug data structure used to output any relevant data

Reimplemented from FAnimNode_Base.

◆ GetAccumulatedTime()

virtual float FAnimNode_SequenceEvaluatorBase::GetAccumulatedTime ( ) const
inlineoverridevirtual

Get the currently referenced time within the asset player node

Reimplemented from FAnimNode_AssetPlayerBase.

◆ GetAnimAsset()

virtual UAnimationAsset * FAnimNode_SequenceEvaluatorBase::GetAnimAsset ( ) const
inlineoverridevirtual

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

Reimplemented from FAnimNode_AssetPlayerRelevancyBase.

◆ GetCurrentAssetLength()

float FAnimNode_SequenceEvaluatorBase::GetCurrentAssetLength ( ) const
overridevirtual

◆ GetCurrentAssetTime()

float FAnimNode_SequenceEvaluatorBase::GetCurrentAssetTime ( ) const
overridevirtual

◆ GetEffectiveDeltaTime()

float FAnimNode_SequenceEvaluatorBase::GetEffectiveDeltaTime ( float  ExplicitTime,
float  PrevExplicitTime 
) const
virtual

◆ GetExplicitTime()

virtual float FAnimNode_SequenceEvaluatorBase::GetExplicitTime ( ) const
inlinevirtual

◆ GetReinitializationBehavior()

virtual TEnumAsByte< ESequenceEvalReinit::Type > FAnimNode_SequenceEvaluatorBase::GetReinitializationBehavior ( ) const
inlinevirtual

What to do when SequenceEvaluator is reinitialized

Reimplemented in FAnimNode_SequenceEvaluator, and FAnimNode_SequenceEvaluator_Standalone.

◆ GetSequence()

virtual UAnimSequenceBase * FAnimNode_SequenceEvaluatorBase::GetSequence ( ) const
inlinevirtual

◆ GetShouldLoop()

virtual bool FAnimNode_SequenceEvaluatorBase::GetShouldLoop ( ) const
inlinefinalvirtual

This only works if bTeleportToExplicitTime is false OR this node is set to use SyncGroup

◆ GetStartPosition()

virtual float FAnimNode_SequenceEvaluatorBase::GetStartPosition ( ) const
inlinevirtual

◆ GetTeleportToExplicitTime()

virtual bool FAnimNode_SequenceEvaluatorBase::GetTeleportToExplicitTime ( ) const
inlinevirtual

If true, teleport to explicit time, does NOT advance time (does not trigger notifies, does not extract Root Motion, etc.) If false, will advance time (will trigger notifies, extract root motion if applicable, etc.) Note: using a sync group forces advancing time regardless of what this option is set to.

Reimplemented in FAnimNode_SequenceEvaluator, and FAnimNode_SequenceEvaluator_Standalone.

◆ Initialize_AnyThread()

void FAnimNode_SequenceEvaluatorBase::Initialize_AnyThread ( const FAnimationInitializeContext Context)
overridevirtual

Initialize function for setup purposes

Reimplemented from FAnimNode_AssetPlayerBase.

◆ PostExposedInputsUpdateAssetPlayer()

void FAnimNode_SequenceEvaluatorBase::PostExposedInputsUpdateAssetPlayer ( const FAnimationUpdateContext Context)

◆ SetAccumulatedTime()

virtual void FAnimNode_SequenceEvaluatorBase::SetAccumulatedTime ( float  NewTime)
inlineoverridevirtual

Override the currently accumulated time

Reimplemented from FAnimNode_AssetPlayerBase.

◆ SetExplicitPreviousTime()

void FAnimNode_SequenceEvaluatorBase::SetExplicitPreviousTime ( float  PreviousTime)
inline

◆ SetExplicitTime()

virtual bool FAnimNode_SequenceEvaluatorBase::SetExplicitTime ( float  InTime)
inlinevirtual

◆ SetReinitializationBehavior()

virtual void FAnimNode_SequenceEvaluatorBase::SetReinitializationBehavior ( TEnumAsByte< ESequenceEvalReinit::Type InBehavior)
inlinevirtual

Set what to do when SequenceEvaluator is reinitialized

Reimplemented in FAnimNode_SequenceEvaluator_Standalone.

◆ SetSequence()

virtual bool FAnimNode_SequenceEvaluatorBase::SetSequence ( UAnimSequenceBase InSequence)
inlinevirtual

◆ SetShouldLoop()

virtual bool FAnimNode_SequenceEvaluatorBase::SetShouldLoop ( bool  bInShouldLoop)
inlinevirtual

Reimplemented in FAnimNode_SequenceEvaluator.

◆ SetTeleportToExplicitTime()

virtual void FAnimNode_SequenceEvaluatorBase::SetTeleportToExplicitTime ( bool  bInTeleport)
inlinevirtual

◆ UpdateAssetPlayer()

void FAnimNode_SequenceEvaluatorBase::UpdateAssetPlayer ( const FAnimationUpdateContext Context)
overridevirtual

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

Reimplemented from FAnimNode_AssetPlayerBase.


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