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ACharacter::IsPlayingNetworkedRootMotionMontage

function Engine Blueprint Since 4.6
#include "GameFramework/Character.h"
Access: public Specifiers: UFUNCTIONBlueprintCallable

Description

Returns true if the character is currently playing a root-motion montage with RootMotionMode set to RootMotionFromMontagesOnly, which enables the networked root-motion code path.

Caveats & Gotchas

  • Returns false for montages that use RootMotionFromEverything or NoRootMotionExtraction even if root motion is visually active — only the dedicated networked mode triggers this flag.
  • On simulated proxies, this reflects the locally simulated state, not necessarily the server's current state. Check RepRootMotion.bIsActive for the last replicated authority value.
  • The networked root-motion code path incurs additional per-frame RPC bandwidth; avoid leaving characters in this mode when root motion is not actually needed.

Signature

ENGINE_API bool IsPlayingNetworkedRootMotionMontage() const

Return Type

bool

Example

Gate logic on networked root motion being active C++
if (IsPlayingNetworkedRootMotionMontage())
{
    // Disable manual movement input while root motion montage drives the character
    GetCharacterMovement()->DisableMovement();
}

Version History

Introduced in: 4.6

Version Status Notes
5.6 stable

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