ACharacter::IsPlayingRootMotion
#include "GameFramework/Character.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallableconst
Description
Returns true if an AnimMontage with root motion mode RootMotionFromMontagesOnly is currently active. Use this to check whether the networked anim root motion code path is enabled.
Caveats & Gotchas
- • This checks only anim-montage root motion, not FRootMotionSource instances. If you need to detect all active root motion types (including those added via ApplyRootMotionSource), call HasAnyRootMotion() instead.
- • Returns false during the brief window after a montage ends but before the character fully transitions back to non-root-motion movement, which can cause one-frame logic errors in tick-based checks.
Signature
UFUNCTION(BlueprintCallable, Category=Animation, meta=(DisplayName="Is Playing Anim Root Motion"))
ENGINE_API bool IsPlayingRootMotion() const; Return Type
bool Example
Gate ability activation while a root-motion montage is running C++
void AMyCharacter::TryActivateAbility()
{
if (IsPlayingRootMotion())
{
// Don't interrupt a root-motion montage with another ability
return;
}
AbilitySystemComponent->TryActivateAbilityByClass(DashAbilityClass);
} Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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