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UAnimInstance

class Engine Blueprint Since 4.0
#include "Animation/AnimInstance.h"

Description

The runtime instance of an Animation Blueprint, responsible for evaluating the anim graph and driving a skeletal mesh. You subclass this in C++ or Blueprint to implement custom animation logic.

Caveats & Gotchas

  • UAnimInstance is constrained to live Within=SkeletalMeshComponent — you cannot manually construct one and attach it to arbitrary objects.
  • Access the instance at runtime via USkeletalMeshComponent::GetAnimInstance(). It may be null if no Animation Blueprint is assigned.
  • Montage and curve APIs are on UAnimInstance, not on the mesh component — get the instance first.

Example

Get the anim instance from a mesh component C++
UAnimInstance* AnimInst = GetMesh()->GetAnimInstance();
if (AnimInst)
{
    AnimInst->Montage_Play(MyMontage);
}

Functions (4)

Curves
1
Access Type Name
public function UAnimInstance::GetCurveValue
Montage
3
Access Type Name
public function UAnimInstance::Montage_IsPlaying
public function UAnimInstance::Montage_Play
public function UAnimInstance::Montage_Stop

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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