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

#include <LevelSequenceAnimSequenceLink.h>

Public Member Functions

 UPROPERTY (BlueprintReadWrite, Category=Property)
 
 UPROPERTY (BlueprintReadWrite, Category=Property)
 
 UPROPERTY (BlueprintReadWrite, Category=Property)
 
 UPROPERTY (BlueprintReadWrite, Category=Property)
 
 UPROPERTY (BlueprintReadWrite, Category=Property)
 
 UPROPERTY (BlueprintReadWrite, AdvancedDisplay, Category=Property)
 
LEVELSEQUENCE_API void SetAnimSequence (UAnimSequence *InAnimSequence)
 
LEVELSEQUENCE_API UAnimSequenceResolveAnimSequence ()
 
bool IsEqual (FGuid InSkelTrackGuid, bool bInUseCustomTimeRange=false, FFrameNumber InCustomStartFrame=0, FFrameNumber InCustomEndFrame=120, FFrameRate InCustomDisplayRate=FFrameRate(30, 1), bool bInUseCustomFrameRate=false, FFrameRate InCustomFrameRate=FFrameRate(30, 1))
 

Public Attributes

FGuid SkelTrackGuid
 
FSoftObjectPath PathToAnimSequence
 
bool bExportTransforms = true
 
bool bExportMorphTargets = true
 
bool bExportAttributeCurves = true
 
bool bExportMaterialCurves = true
 
EAnimInterpolationType Interpolation = EAnimInterpolationType::Linear
 
TEnumAsByte< ERichCurveInterpModeCurveInterpolation = ERichCurveInterpMode::RCIM_Linear
 
bool bRecordInWorldSpace = false
 
bool bEvaluateAllSkeletalMeshComponents = true
 
TArray< FString > IncludeAnimationNames
 
TArray< FString > ExcludeAnimationNames
 
FFrameNumber WarmUpFrames = 0
 
FFrameNumber DelayBeforeStart = 0
 
bool bUseCustomTimeRange = false
 
FFrameNumber CustomStartFrame = 0
 
FFrameNumber CustomEndFrame = 120
 
FFrameRate CustomDisplayRate = FFrameRate(30, 1)
 
bool bUseCustomFrameRate = false
 
FFrameRate CustomFrameRate = FFrameRate(30, 1)
 

Detailed Description

Link To Anim Sequence that we are linked too.

Member Function Documentation

◆ IsEqual()

bool FLevelSequenceAnimSequenceLinkItem::IsEqual ( FGuid  InSkelTrackGuid,
bool  bInUseCustomTimeRange = false,
FFrameNumber  InCustomStartFrame = 0,
FFrameNumber  InCustomEndFrame = 120,
FFrameRate  InCustomDisplayRate = FFrameRate(30,1),
bool  bInUseCustomFrameRate = false,
FFrameRate  InCustomFrameRate = FFrameRate(30, 1) 
)
inline

◆ ResolveAnimSequence()

UAnimSequence * FLevelSequenceAnimSequenceLinkItem::ResolveAnimSequence ( )

◆ SetAnimSequence()

void FLevelSequenceAnimSequenceLinkItem::SetAnimSequence ( UAnimSequence InAnimSequence)

◆ UPROPERTY() [1/6]

FLevelSequenceAnimSequenceLinkItem::UPROPERTY ( BlueprintReadWrite  ,
AdvancedDisplay  ,
Category  = Property 
)

Number of Display Rate frames to delay at the same frame before doing the export. It will evalaute first, then any warm up, then the export. Use it if there is some post anim BP effects you want to ran repeatedly at the start.

◆ UPROPERTY() [2/6]

FLevelSequenceAnimSequenceLinkItem::UPROPERTY ( BlueprintReadWrite  ,
Category  = Property 
)

◆ UPROPERTY() [3/6]

FLevelSequenceAnimSequenceLinkItem::UPROPERTY ( BlueprintReadWrite  ,
Category  = Property 
)

◆ UPROPERTY() [4/6]

FLevelSequenceAnimSequenceLinkItem::UPROPERTY ( BlueprintReadWrite  ,
Category  = Property 
)

Include only the animation bones/curves that match this list

◆ UPROPERTY() [5/6]

FLevelSequenceAnimSequenceLinkItem::UPROPERTY ( BlueprintReadWrite  ,
Category  = Property 
)

Exclude all animation bones/curves that match this list

◆ UPROPERTY() [6/6]

FLevelSequenceAnimSequenceLinkItem::UPROPERTY ( BlueprintReadWrite  ,
Category  = Property 
)

Number of Display Rate frames to evaluate before doing the export. It will evaluate after any Delay. This will use frames before the start frame. Use it if there is some post anim BP effects you want to run before export start time.

Member Data Documentation

◆ bEvaluateAllSkeletalMeshComponents

bool FLevelSequenceAnimSequenceLinkItem::bEvaluateAllSkeletalMeshComponents = true

◆ bExportAttributeCurves

bool FLevelSequenceAnimSequenceLinkItem::bExportAttributeCurves = true

◆ bExportMaterialCurves

bool FLevelSequenceAnimSequenceLinkItem::bExportMaterialCurves = true

◆ bExportMorphTargets

bool FLevelSequenceAnimSequenceLinkItem::bExportMorphTargets = true

◆ bExportTransforms

bool FLevelSequenceAnimSequenceLinkItem::bExportTransforms = true

◆ bRecordInWorldSpace

bool FLevelSequenceAnimSequenceLinkItem::bRecordInWorldSpace = false

◆ bUseCustomFrameRate

bool FLevelSequenceAnimSequenceLinkItem::bUseCustomFrameRate = false

Whether or not to use custom frame rate or Sequencer display rate

◆ bUseCustomTimeRange

bool FLevelSequenceAnimSequenceLinkItem::bUseCustomTimeRange = false

Whether or not to use custom time range

◆ CurveInterpolation

TEnumAsByte<ERichCurveInterpMode> FLevelSequenceAnimSequenceLinkItem::CurveInterpolation = ERichCurveInterpMode::RCIM_Linear

◆ CustomDisplayRate

FFrameRate FLevelSequenceAnimSequenceLinkItem::CustomDisplayRate = FFrameRate(30, 1)

Custom display rate, should be set from the movie scene/sequencer display rate

◆ CustomEndFrame

FFrameNumber FLevelSequenceAnimSequenceLinkItem::CustomEndFrame = 120

Custom end frame in display rate

◆ CustomFrameRate

FFrameRate FLevelSequenceAnimSequenceLinkItem::CustomFrameRate = FFrameRate(30, 1)

Custom frame rate that the anim sequence may have been recorded at

◆ CustomStartFrame

FFrameNumber FLevelSequenceAnimSequenceLinkItem::CustomStartFrame = 0

Custom start frame in display rate

◆ DelayBeforeStart

FFrameNumber FLevelSequenceAnimSequenceLinkItem::DelayBeforeStart = 0

◆ ExcludeAnimationNames

TArray<FString> FLevelSequenceAnimSequenceLinkItem::ExcludeAnimationNames

◆ IncludeAnimationNames

TArray<FString> FLevelSequenceAnimSequenceLinkItem::IncludeAnimationNames

◆ Interpolation

EAnimInterpolationType FLevelSequenceAnimSequenceLinkItem::Interpolation = EAnimInterpolationType::Linear

◆ PathToAnimSequence

FSoftObjectPath FLevelSequenceAnimSequenceLinkItem::PathToAnimSequence

◆ SkelTrackGuid

FGuid FLevelSequenceAnimSequenceLinkItem::SkelTrackGuid

◆ WarmUpFrames

FFrameNumber FLevelSequenceAnimSequenceLinkItem::WarmUpFrames = 0

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