ACharacter::GetCurrentMontage
#include "GameFramework/Character.h"
Access: public
Specifiers: constUFUNCTIONBlueprintCallable
Description
Returns the animation montage currently playing on the character's mesh, or nullptr if no montage is active.
Caveats & Gotchas
- • Returns nullptr both when no montage has ever played and when a montage has fully blended out — callers must null-check the result.
- • If multiple montages are layered via different slots, this returns the montage playing on the root slot only. Check UAnimInstance directly for slot-specific queries.
- • On simulated proxies the result reflects whatever the local AnimInstance believes is playing, which may lag behind the authority by one replication tick.
Signature
ENGINE_API class UAnimMontage* GetCurrentMontage() const Return Type
class UAnimMontage* Examples
On Tick, check whether any montage is currently playing
Blueprint
Check whether a specific montage is currently active C++
UAnimMontage* Current = GetCurrentMontage();
if (Current == AttackMontage)
{
// Attack animation is still running
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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