UAnimGraphNode_SequencePlayer

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

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