// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. /*============================================================================= UAnimSequencerInstance.cpp: Single Node Tree Instance Only plays one animation at a time. =============================================================================*/ #include "AnimSequencerInstance.h" #include "AnimSequencerInstanceProxy.h" ///////////////////////////////////////////////////// // UAnimSequencerInstance ///////////////////////////////////////////////////// UAnimSequencerInstance::UAnimSequencerInstance(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { bUseMultiThreadedAnimationUpdate = false; } FAnimInstanceProxy* UAnimSequencerInstance::CreateAnimInstanceProxy() { return new FAnimSequencerInstanceProxy(this); } void UAnimSequencerInstance::UpdateAnimTrack(UAnimSequenceBase* InAnimSequence, int32 SequenceId, float InPosition, float Weight, bool bFireNotifies) { GetProxyOnGameThread().UpdateAnimTrack(InAnimSequence, SequenceId, InPosition, Weight, bFireNotifies); } void UAnimSequencerInstance::ResetNodes() { GetProxyOnGameThread().ResetNodes(); }