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221 lines
7.3 KiB
C++
221 lines
7.3 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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#include "CompilerResultsLog.h"
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#include "GraphEditorActions.h"
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#include "AssetRegistryModule.h"
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#define LOCTEXT_NAMESPACE "A3Nodes"
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/////////////////////////////////////////////////////
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// FNewSequencePlayerAction
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// Action to add a sequence player node to the graph
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struct FNewSequencePlayerAction : public FEdGraphSchemaAction_K2NewNode
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{
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protected:
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FAssetData AssetInfo;
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public:
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FNewSequencePlayerAction(const FAssetData& InAssetInfo, FString Title)
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{
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AssetInfo = InAssetInfo;
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UAnimGraphNode_SequencePlayer* Template = NewObject<UAnimGraphNode_SequencePlayer>();
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NodeTemplate = Template;
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MenuDescription = Title;
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TooltipDescription = TEXT("Evaluates an animation sequence to produce a pose");
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Category = TEXT("Animations");
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// Grab extra keywords
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Keywords = InAssetInfo.ObjectPath.ToString();
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}
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virtual UEdGraphNode* PerformAction(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode = true) OVERRIDE
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{
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UAnimGraphNode_SequencePlayer* SpawnedNode = CastChecked<UAnimGraphNode_SequencePlayer>(FEdGraphSchemaAction_K2NewNode::PerformAction(ParentGraph, FromPin, Location, bSelectNewNode));
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SpawnedNode->Node.Sequence = Cast<UAnimSequence>(AssetInfo.GetAsset());
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return SpawnedNode;
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}
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};
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/////////////////////////////////////////////////////
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// UAnimGraphNode_SequencePlayer
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UAnimGraphNode_SequencePlayer::UAnimGraphNode_SequencePlayer(const FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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void UAnimGraphNode_SequencePlayer::PreloadRequiredAssets()
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{
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PreloadObject(Node.Sequence);
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Super::PreloadRequiredAssets();
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}
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FLinearColor UAnimGraphNode_SequencePlayer::GetNodeTitleColor() const
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{
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if ((Node.Sequence != NULL) && Node.Sequence->IsValidAdditive())
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{
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return FLinearColor(0.10f, 0.60f, 0.12f);
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}
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else
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{
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return FColor(200, 100, 100);
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}
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}
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FString UAnimGraphNode_SequencePlayer::GetTooltip() const
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{
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const bool bAdditive = ((Node.Sequence != NULL) && Node.Sequence->IsValidAdditive());
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return GetTitleGivenAssetInfo(Node.Sequence->GetPathName(), bAdditive);
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}
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FString UAnimGraphNode_SequencePlayer::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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const bool bAdditive = ((Node.Sequence != NULL) && Node.Sequence->IsValidAdditive());
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FString Title = GetTitleGivenAssetInfo((Node.Sequence != NULL) ? Node.Sequence->GetName() : FString(TEXT("(None)")), bAdditive);
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if ((TitleType == ENodeTitleType::FullTitle) && (SyncGroup.GroupName != NAME_None))
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{
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Title += TEXT("\n");
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Title += FString::Printf(*LOCTEXT("SequenceNodeGroupSubtitle", "Sync group %s").ToString(), *SyncGroup.GroupName.ToString());
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}
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return Title;
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}
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FString UAnimGraphNode_SequencePlayer::GetTitleGivenAssetInfo(const FString& AssetName, bool bKnownToBeAdditive)
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{
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if (bKnownToBeAdditive)
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{
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return FString::Printf(*LOCTEXT("SequenceNodeTitleAdditive", "Play %s (additive)").ToString(), *AssetName);
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}
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else
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{
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return FString::Printf(*LOCTEXT("SequenceNodeTitle", "Play %s").ToString(), *AssetName);
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}
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}
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void UAnimGraphNode_SequencePlayer::GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const
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{
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if ((ContextMenuBuilder.FromPin == NULL) || (UAnimationGraphSchema::IsPosePin(ContextMenuBuilder.FromPin->PinType) && (ContextMenuBuilder.FromPin->Direction == EGPD_Input)))
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{
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UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraphChecked(ContextMenuBuilder.CurrentGraph);
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if (UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(Blueprint))
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{
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// Load the asset registry module
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FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
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FARFilter Filter;
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Filter.ClassNames.Add(UAnimSequence::StaticClass()->GetFName());
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Filter.bRecursiveClasses = true;
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// Filter by skeleton
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FAssetData SkeletonData(AnimBlueprint->TargetSkeleton);
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Filter.TagsAndValues.Add(TEXT("Skeleton"), SkeletonData.GetExportTextName());
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// Find matching assets and add an entry for each one
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TArray<FAssetData> SequenceList;
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AssetRegistryModule.Get().GetAssets(Filter, /*out*/ SequenceList);
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for (auto AssetIt = SequenceList.CreateConstIterator(); AssetIt; ++AssetIt)
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{
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const FAssetData& Asset = *AssetIt;
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// Try to determine if the asset is additive (can't do it right now if the asset is unloaded)
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bool bAdditive = false;
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if (Asset.IsAssetLoaded())
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{
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if (UAnimSequence* Sequence = Cast<UAnimSequence>(Asset.GetAsset()))
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{
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bAdditive = Sequence->IsValidAdditive();
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}
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}
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// Create the menu item
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const FString Title = UAnimGraphNode_SequencePlayer::GetTitleGivenAssetInfo(Asset.AssetName.ToString(), bAdditive);
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TSharedPtr<FNewSequencePlayerAction> NewAction(new FNewSequencePlayerAction(Asset, Title));
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ContextMenuBuilder.AddAction( NewAction );
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}
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}
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}
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}
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void UAnimGraphNode_SequencePlayer::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
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{
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if (Node.Sequence == NULL)
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{
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MessageLog.Error(TEXT("@@ references an unknown sequence"), this);
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}
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else
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{
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USkeleton * SeqSkeleton = Node.Sequence->GetSkeleton();
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if (SeqSkeleton&& // if anim sequence doesn't have skeleton, it might be due to anim sequence not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
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!SeqSkeleton->IsCompatible(ForSkeleton))
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{
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MessageLog.Error(TEXT("@@ references sequence that uses different skeleton @@"), this, SeqSkeleton);
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}
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}
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}
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void UAnimGraphNode_SequencePlayer::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
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{
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if (!Context.bIsDebugging)
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{
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// add an option to convert to single frame
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Context.MenuBuilder->BeginSection("AnimGraphNodeSequencePlayer", NSLOCTEXT("A3Nodes", "SequencePlayerHeading", "Sequence Player"));
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{
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Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
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Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().ConvertToSeqEvaluator);
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}
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Context.MenuBuilder->EndSection();
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}
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}
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void UAnimGraphNode_SequencePlayer::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
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{
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UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
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Node.GroupIndex = AnimBlueprint->FindOrAddGroup(SyncGroup.GroupName);
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Node.GroupRole = SyncGroup.GroupRole;
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}
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void UAnimGraphNode_SequencePlayer::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& ComplexAnims, TArray<UAnimSequence*>& AnimationSequences) const
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{
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if(Node.Sequence)
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{
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HandleAnimReferenceCollection(Node.Sequence, ComplexAnims, AnimationSequences);
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}
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}
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void UAnimGraphNode_SequencePlayer::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& ComplexAnimsMap, const TMap<UAnimSequence*, UAnimSequence*>& AnimSequenceMap)
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{
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HandleAnimReferenceReplacement(Node.Sequence, ComplexAnimsMap, AnimSequenceMap);
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}
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bool UAnimGraphNode_SequencePlayer::DoesSupportTimeForTransitionGetter() const
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{
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return true;
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}
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UAnimationAsset* UAnimGraphNode_SequencePlayer::GetAnimationAsset() const
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{
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return Node.Sequence;
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}
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const TCHAR* UAnimGraphNode_SequencePlayer::GetTimePropertyName() const
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{
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return TEXT("InternalTimeAccumulator");
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}
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UScriptStruct* UAnimGraphNode_SequencePlayer::GetTimePropertyStruct() const
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{
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return FAnimNode_SequencePlayer::StaticStruct();
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}
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#undef LOCTEXT_NAMESPACE |