Navigation
Unreal Engine C++ API Reference > Editor > AnimGraph
Inheritance Hierarchy
References
Module | AnimGraph |
Header | /Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_SequencePlayer.h |
Include | #include "AnimGraphNode_SequencePlayer.h" |
Syntax
class UAnimGraphNode_SequencePlayer : public [UAnimGraphNode_AssetPlayerBase](API\Editor\AnimGraph\UAnimGraphNode_AssetPlayerBase)
Variables
Type | Name | Description |
---|---|---|
FAnimNode_Seque... | Node |
Constructors
Type | Name | Description |
---|---|---|
UAnimGraphNode_SequencePlayer ( const FObjectInitializer& ObjectIn... ) |
Overridden from UAnimGraphNode_AssetPlayerBase
Type | Name | Description |
---|---|---|
void | CopySettingsFromAnimationAsset ( UAnimationAsset* Asset ) | Override this to copy any relevant settings from the animation asset used when creating a node with a drag/drop operation. |
void | SetAnimationAsset ( UAnimationAsset* Asset ) |
Overridden from UAnimGraphNode_Base
Type | Name | Description |
---|---|---|
void | BakeDataDuringCompilation ( FCompilerResultsLog& MessageLog ) | Gives each visual node a chance to update the node template before it is inserted in the compiled class. |
void | CustomizePinData ( UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex ) | Customize pin data based on the input |
bool | DoesSupportTimeForTransitionGetter () | BEGIN Interface to support transition getter if you return true for DoesSupportExposeTimeForTransitionGetter you should implement all below functions |
void | GetAllAnimationSequencesReferred ( TArray< UAnimationAsset* >& A... ) | Populate the supplied arrays with the currently reffered to animation assets. |
UAnimationAs... | GetAnimationAsset () | |
TSubclassOf<... | GetAnimationAssetClass () | |
void | GetOutputLinkAttributes ( FNodeAttributeArray& OutAttributes ) | Get the named attribute types that this node provides as outputs. Other attributes are assumed to 'pass through' this node. |
const TCHAR ... | GetTimePropertyName () | |
UScriptStruc... | GetTimePropertyStruct () | |
void | OnOverrideAssets ( IAnimBlueprintNodeOverrideAssetsCon... ) | Override point for OverrideAssets. |
void | ReplaceReferredAnimations ( const TMap< UAnimationAsset*, ... ) | Replace references to animations that exist in the supplied maps. |
EAnimAssetHa... | SupportsAssetClass ( const UClass* AssetClass ) | Returns whether this node supports the supplied asset class |
void | ValidateAnimNodeDuringCompilation ( USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog ) | Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
void | GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) | Replacement for GetMenuEntries(). |
FText | GetMenuCategory () | Override to provide a default category for specific node types to be listed under. |
void | PreloadRequiredAssets () | Called before compilation begins, giving a blueprint time to force the linker to load data |
Overridden from UEdGraphNode
Type | Name | Description |
---|---|---|
FSlateIcon | GetIconAndTint ( FLinearColor& OutColor ) | |
void | GetNodeContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) | Gets a list of actions that can be done to this particular node |
FText | GetNodeTitle ( ENodeTitleType::Type TitleType ) | Gets the name of this node, shown in title bar |
FLinearColor | GetNodeTitleColor () | Gets the draw color of a node's title bar |
Overridden from UObject
Type | Name | Description |
---|---|---|
void | PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) | Called when a property on this object has been modified externally |
void | Serialize ( FArchive& Ar ) | UObject interface |