B2Action_PlayAnim
- Description
* ===============
* Generic base action that resolves and plays an animation montage (Default/Loop/End sections) on either the
* self or target entity, optionally looping a configurable number of times. Widely subclassed by other Actions
* that just need to play a specific animation with extra logic layered on top (e.g. FB2Action_PlantSeed).
* ===============
* Param:
* S1: Animation id to play, read through the overridable GetAnimationId() hook
* S2: -
* F1: Loop count for the montage's Loop section (0 is treated as 1, -1 means loop indefinitely)
* F2: -
* Note:
* OnInit(): Resolves AnimationId/LoopCount from the action data, finds the entity to animate (self or target per Action.BaseObject), resolves the montage/section data via SetAnim(), and queues async anim loads (including anims referenced by the montage's notify events).
* OnPlay(): Re-resolves the montage/section data via SetAnim() and starts playing it from the Default section.
* OnFinish(): Jumps a still-looping montage to its End section and resets its delegates; also teleports the character off unwalkable ground when exiting a vehicle-mount animation.
* OnCanceled(): Depending on ShouldPlayEndSectionOnCancel()/ShouldCancelInteraction(), either stops the montage immediately (to escape a self-repeating Loop section) or jumps it to its End section; clears RemainLoopCount.
| Property | Type | Description | Metadata |
|---|---|---|---|
| AnimationId | FName | Animation id to play, resolved via the overridable GetAnimationId() hook | |
| LoopCount | int32 | Requested number of times to play the montage's Loop section (0 normalized to 1, -1 means infinite) | |
| RemainLoopCount | int32 | Remaining loop iterations, decremented each time the Loop section finishes; drives when looping stops | |
| StartLocation | FVector | Referenced in GetLogString() for debug logging, but never assigned by this class or any subclass - the log always shows the zero-vector default | |
| StartRotation | FRotator | Referenced in GetLogString() for debug logging, but never assigned by this class or any subclass - the log always shows the zero-rotator default | |
| AnimMontageName | FName | Resolved montage asset name used to play/track the animation, set by SetAnim() | |
| SectionName | FName | Current montage section of MAIN ANIMATION (Default/Loop/End), tracked via montage delegates and used to drive finish/cancel decisions | |
| PlayingComponentName | FName | Anim component the montage is played on (e.g. Root vs. other), resolved by SetAnim(). SetAnim() clears this on entry, so it stays None whenever the resolve fails; a non-None value means the latest resolve succeeded. | |
| TotalPlayLength | float | Total play length of the resolved montage, used in progress-time and one-loop-length calculations | |
| LoopPlayLength | float | Play length of a single loop of the resolved montage, used in progress-time calculation | |
| RateScale | float | Playback rate scale of the resolved montage, used in progress-time calculation | |
| Paused | bool | Whether the montage is currently held in a paused blend state | |
| Phase | EB2PlayAnimPhase | Phase of PlayAnim Action | |
| AddOnAnimData | FB2AddOnAnimData | AddOnAnim Data | |
| ActionId | FName | Identifier of this action instance (used for interaction tracking and mission time accounting) | |
| State | EB2ActionState | Current lifecycle state of this action | |
| MergeType | EB2ActionMergeType | Merge type flags for this action (e.g. interaction merge, checked in Finish()) | |
| Result | EB2InteractionResult | Result of this action once it stops playing (Finish/Failed/Canceled) | |
| SelfEntityId | FB1EntityId | Entity id performing this action | |
| TargetEntityId | FB1EntityId | Entity id targeted by this action | |
| GrabEntityId | FB1EntityId | Entity id grabbed/carried by self entity for this action | |
| NonTargetLocation | FVector | Location used for script/condition context when there is no target entity | |
| Action | FB1ActionInfo | Action table data (S1/S2/F1/F2, script id lists, etc.) driving this instance | |
| TickCalcValue | float | Accumulated tick delta time since this action started ticking | |
| CurrentNotifyIndex | int32 | Index into Action.NotifyScriptIds for the next notify script to run | |
| AsyncLoadAnimInfo | TArray | Animations to async-load for this action's start/notify/tick/finish/cancel scripts | |
| AddActionTimeInterval | float | Interval in seconds between OnTickAddActionExecuteTime() calls | |
| AccumAddActionTime | float | Elapsed time accumulator compared against AddActionTimeInterval | |
| StartActionTickTime | int64 | Tick timestamp used to measure elapsed action execution time for mission tracking | |
| ActionKey | FB2ActionKey | Key identifying this action's slot/queue within the interaction system | |
| TimeTaskId | FB1TimeTaskId | Id of the scheduled time task used for delayed Determine/Finish | |
| IsForceCancelable | bool | Whether this action is force-cancelable, copied from Action.IsForceCancelable | |
| IsFirstAction | bool | Marks the first action in an interaction sequence; set on actions[0] by FB2InteractionPlayer::LinkActions(), read by FB2ActionPlayer | |
| bMultiFlag | bool | Set by looping actions (PlayAnim, BookRead, Eat, WaitTalkSequence) once a loop iteration completes; read/reset by FB2ActionPlayer to gate multi-interaction selection | |
| TalkInstanceId | FB1TalkInstanceId | Id of the talk instance this action is linked to, set externally by FB2InteractionPlayer::LinkActions() | |
| TalkSubjectEntityId | FB1EntityId | Entity id of the talk subject linked to this action, set externally by FB2InteractionPlayer::LinkActions()/OnTalkSpaceParamChanged() | |
| bIsWaitFinishEvent | bool | Cached copy of Action.IsWaitFinishAction taken at Init(); read directly by FB2ActionPlayer for sequencing (the IsWaitFinishAction() getter instead reads Action.IsWaitFinishAction live) | |
| AutoInsertType | EB2ActionAutoInsertType | Type of action that was auto-inserted before this one (e.g. WalkTo, ChangePosture) |