RealDocs

ACharacter::StopAnimMontage

function Engine Blueprint Since 4.0
#include "GameFramework/Character.h"
Access: public Specifiers: virtualUFUNCTIONBlueprintCallable

Description

Stops a playing animation montage on the character's mesh. If no montage is specified, stops whatever is currently active. Blend-out time is taken from the montage asset itself.

Caveats & Gotchas

  • Passing nullptr stops the active montage only if one is currently playing — calling it when nothing is playing is a no-op, not an error.
  • The blend-out duration is controlled by the montage asset's BlendOut setting, not by this call. To stop with a custom blend time use UAnimInstance::Montage_Stop directly.
  • On a network authority the stop is local only; clients playing the same montage via replication will not automatically stop unless you replicate the stop through a separate mechanism.

Signature

ENGINE_API virtual void StopAnimMontage(class UAnimMontage* AnimMontage = nullptr)

Parameters

Name Type Description Default
AnimMontage class UAnimMontage* The montage to stop. If nullptr, stops the currently active montage. nullptr

Return Type

void

Examples

Stop a specific montage on a custom event via Stop Anim Montage Blueprint
On Combat End Stop Anim Montage Target is Character Target Anim Montage Reload Montage Reload Montage Reload Montage
Edit Blueprint graph Stop a specific montage on a custom event via Stop Anim Montage
Drag node headers to move · Drag from an output pin to an input pin to connect · Scroll to zoom · Right-click for actions
Stop the currently active montage C++
// Stop whatever montage is playing on this character
StopAnimMontage();
Stop a specific montage C++
// Stop only the reload montage if it happens to be playing
if (ReloadMontage)
{
    StopAnimMontage(ReloadMontage);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.