2021-06-17 08:58:34 -04:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SequencePlayerLibrary.h"
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#include "Animation/AnimNode_SequencePlayer.h"
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2021-06-21 07:54:03 -04:00
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FSequencePlayerReference USequencePlayerLibrary::ConvertToSequencePlayerContext(const FAnimNodeReference& Node, EAnimNodeReferenceConversionResult& Result)
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{
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return FAnimNodeReference::ConvertToType<FSequencePlayerReference>(Node, Result);
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}
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2021-06-21 07:54:03 -04:00
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FSequencePlayerReference USequencePlayerLibrary::SetAccumulatedTime(const FSequencePlayerReference& SequencePlayerContext, float Time)
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{
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SequencePlayerContext.CallAnimNodeFunction<FAnimNode_SequencePlayer>(
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TEXT("SetAccumulatedTime"),
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[Time](FAnimNode_SequencePlayer& SequencePlayer)
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{
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SequencePlayer.SetAccumulatedTime(Time);
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});
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return SequencePlayerContext;
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2021-06-17 08:58:34 -04:00
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}
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2021-06-21 07:54:03 -04:00
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FSequencePlayerReference USequencePlayerLibrary::SetStartPosition(const FSequencePlayerReference& SequencePlayerContext, float StartPosition)
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{
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SequencePlayerContext.CallAnimNodeFunction<FAnimNode_SequencePlayer>(
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TEXT("SetStartPosition"),
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[StartPosition](FAnimNode_SequencePlayer& SequencePlayer)
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{
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SequencePlayer.SetStartPosition(StartPosition);
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});
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return SequencePlayerContext;
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}
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FSequencePlayerReference USequencePlayerLibrary::SetPlayRate(const FSequencePlayerReference& SequencePlayerContext, float PlayRate)
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{
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SequencePlayerContext.CallAnimNodeFunction<FAnimNode_SequencePlayer>(
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TEXT("SetPlayRate"),
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[PlayRate](FAnimNode_SequencePlayer& SequencePlayer)
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{
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SequencePlayer.SetPlayRate(PlayRate);
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});
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return SequencePlayerContext;
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2021-06-17 08:58:34 -04:00
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}
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