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ACharacter::GetCurrentMontage

function Engine Blueprint Since 4.0
#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
Event Tick Delta Seconds Delta Seconds Get Current Montage Target is Character Target Return Value Is Valid Is Valid? Is Valid Is Not Valid Is Not Valid Print String In String Montage is playing Montage is playing
Edit Blueprint graph On Tick, check whether any montage is currently playing
Drag node headers to move · Drag from an output pin to an input pin to connect · Scroll to zoom · Right-click for actions
Check whether a specific montage is currently active C++
UAnimMontage* Current = GetCurrentMontage();
if (Current == AttackMontage)
{
    // Attack animation is still running
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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