Animation

Animation

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Actions

Bind to Animation Event

Allows binding to a specific animation's event.

Target is User Widget

Bind to Animation Finished

Bind an animation finished delegate.

Target is User Widget

Bind to Animation Started

Bind an animation started delegate.

Target is User Widget

Calculate Direction

Calculate Direction

Target is Anim Instance

Clear Morph Targets

Clears the current morph targets.

Target is Anim Instance

Create Slot Animation as Dynamic Montage with Blend Settings

Utility function to create dynamic montage from AnimSequence with blend in settings

Target is Anim Montage

Find Socket

Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one.

Target is Skeletal Mesh

Find Socket and Index

Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex()

Target is Skeletal Mesh

Find Socket Info

Find a socket object and asscociated info in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex() Also rteturns the socket loca transform and the bone index (if any)

Target is Skeletal Mesh

Get Active Curve Names

This returns last up-to-date list of active curve names

Target is Anim Instance

Get All Curve Names

This returns all curve names

Target is Anim Instance

Get Anim Root Motion Translation Scale

Returns current value of AnimRootMotionScale

Target is Character

Get Animation Asset

Get the currently used asset

Target is Anim Single Node Instance

Get Animation Graphs

Returns all Animation Graphs contained by the provided Animation Blueprint

Target is Animation Blueprint Library

Get Current Montage

Returns the currently playing montage for this ability, if any

Target is Gameplay Ability

Get Curve Value

Returns the value of a named curve.

Target is Anim Instance

Get Delta Seconds

Get the current delta time

Target is Anim Instance

Get End Time

Get the end time of this animation.

Target is Widget Animation

Get Length

Get Length

Target is Anim Single Node Instance

Get Mirror Data Table

Get Mirror Data Table

Target is Anim Single Node Instance

Get Node Mapping Container

Get Node Mapping Container

Target is Skeletal Mesh

Get Nodes Of Class

Returns all Animation Graph Nodes of the provided Node Class contained by the Animation Blueprint

Target is Animation Blueprint Library

Get Owning Actor

Returns the owning actor of this AnimInstance

Target is Anim Instance

Get Owning Component

Returns the skeletal mesh component that has created this AnimInstance

Target is Anim Instance

Get Play Length

Get Play Length

Target is Animation Asset

Get Positional Keys

Returns the positional keys contained by the FRawAnimSequenceTrack

Target is Raw Anim Sequence Track Extensions

Get Rotational Keys

Returns the rotational keys contained by the FRawAnimSequenceTrack

Target is Raw Anim Sequence Track Extensions

Get Scale Keys

Returns the scale keys contained by the FRawAnimSequenceTrack

Target is Raw Anim Sequence Track Extensions

Get Socket by Index

Returns a socket by index. Max index is NumSockets(). The meshes sockets are accessed first, then the skeletons.

Target is Skeletal Mesh

Get Start Time

Get the start time of this animation.

Target is Widget Animation

Get Tick when Offscreen

Gets whether the widget ticks when offscreen or not

Target is Widget Component

Get User Tag

Target is UMGSequence Player

Get Vehicle

Makes a montage jump to the end of a named section.

Target is Vehicle Anim Instance

Has Any Root Motion

True if we are playing root motion from any source right now (anim root motion, root motion source)

Target is Character

Is Playing Anim Root Motion

True if we are playing Anim root motion right now

Target is Character

Is Playing Networked Root Motion Montage

True if we are playing Root Motion right now, through a Montage with RootMotionMode == ERootMotionMode::RootMotionFromMontagesOnly. This means code path for networked root motion is enabled.

Target is Character

Is Playing Slot Animation

Return true if it's playing the slot animation

Target is Anim Instance

Lock AIResources with Animation

locks indicated AI resources of animated pawn

Target is AIBlueprint Helper Library

Num Sockets

Returns the number of sockets available. Both on this mesh and it's skeleton.

Target is Skeletal Mesh

On Anim Initialized

On Anim Initialized: Broadcast when the components anim instance is initialized

Play Anim

For AnimSequence specific *

Target is Anim Single Node Instance

Play Anim Montage

Play Animation Montage on the character mesh. Returns the length of the animation montage in seconds, or 0.f if failed to play. *

Target is Character

Play Root Motion Source

Callable by authority. Plays "out of band" animation: e.g, directly sets the RootMotionSourceID on the sync state, rather than the pending InputCmd. This is analogous to outside code teleporting the actor (outside of the core simulation function)

Target is Mock Root Motion Component

Play Root Motion Source by Class

Play Root Motion Source by Class

Target is Mock Root Motion Component

Play Slot Animation as Dynamic Montage

Play normal animation asset on the slot node by creating a dynamic UAnimMontage. You can only play one asset (whether montage or animsequence) at a time per SlotGroup.

Target is Anim Instance

Play Slot Animation as Dynamic Montage with Blend Args

Play normal animation asset on the slot node by creating a dynamic UAnimMontage with blend in arguments. You can only play one asset (whether montage or animsequence) at a time per SlotGroup.

Target is Anim Instance

Play Slot Animation as Dynamic Montage with Blend Settings

Play normal animation asset on the slot node by creating a dynamic UAnimMontage with blend in settings. You can only play one asset (whether montage or animsequence) at a time per SlotGroup.

Target is Anim Instance

Reset Dynamics

Reset any dynamics running simulation-style updates (e.g. on teleport, time skip etc.)

Target is Anim Instance

Set Animation Asset

Set New Asset - calls InitializeAnimation, for now we need MeshComponent *

Target is Anim Single Node Instance

Set Blend Space Position

Set Blend Space Position

Target is Anim Single Node Instance

Set Looping

Set Looping

Target is Anim Single Node Instance

Set Mirror Data Table

Set Mirror Data Table

Target is Anim Single Node Instance

Set Morph Target

Sets a morph target to a certain weight.

Target is Anim Instance

Set Play Rate

Set Play Rate

Target is Anim Single Node Instance

Set Playing

Set Playing

Target is Anim Single Node Instance

Set Position

Set Position

Target is Anim Single Node Instance

Set Position with Previous Time

Set Position with Previous Time

Target is Anim Single Node Instance

Set Preview Curve Override

Set pose value

Target is Anim Single Node Instance

Set Preview Skeletal Mesh

Sets or updates the preview skeletal mesh

Target is Animation Asset

Set Reverse

Set Reverse

Target is Anim Single Node Instance

Set Root Motion Mode

Set RootMotionMode

Target is Anim Instance

Set Tick when Offscreen

Sets whether the widget ticks when offscreen or not

Target is Widget Component

Set User Tag

Set User Tag

Target is UMGSequence Player

Stop Anim

Stop Anim

Target is Anim Single Node Instance

Stop Anim Montage

Stop Animation Montage. If nullptr, it will stop what's currently active. The Blend Out Time is taken from the montage asset that is being stopped. *

Target is Character

Stop Slot Animation

Stops currently playing slot animation slot or all

Target is Anim Instance

Try Get Pawn Owner

kismet event functions

Target is Anim Instance

Unbind All from Animation Finished

Unbind All from Animation Finished

Target is User Widget

Unbind All from Animation Started

Unbind All from Animation Started

Target is User Widget

Unbind from Animation Finished

Unbind an animation finished delegate.

Target is User Widget

Unbind from Animation Started

Unbind an animation started delegate.

Target is User Widget

Unlock AIResources with Animation

unlocks indicated AI resources of animated pawn. Will unlock only animation-locked resources

Target is AIBlueprint Helper Library

Categories

Live Link

Live Link

Montage

Montage

Pose

Pose

This API reference document refers to UE 5.0 or earlier. API docs for 5.1 or later are currently being finalized and will be available at a later date.