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UAnimInstance::BlueprintLinkedAnimationLayersInitialized

function Engine Blueprint Since 4.24
#include "Animation/AnimInstance.h"
Access: public Specifiers: virtualUFUNCTIONBlueprintImplementableEvent

Description

Blueprint event called when linked animation layers have been initialized on this anim instance. Override this to perform setup that depends on linked layer instances being available, such as caching references to layer variables or configuring layer-specific state.

Caveats & Gotchas

  • Only fires when animation layers are linked via LinkAnimClassLayers or the Link Anim Class Layers node — it will not fire if no layers are linked to this instance.
  • May fire multiple times if layers are unlinked and re-linked at runtime. Ensure your initialization logic is idempotent or properly cleans up previous state before re-initializing.

Signature

virtual void BlueprintLinkedAnimationLayersInitialized()

Return Type

void

Example

Initialize state after layers are linked C++
// In Animation Blueprint event graph:
// 1. Override BlueprintLinkedAnimationLayersInitialized
// 2. Get linked anim layer instances and cache references
// 3. Set initial variables on the linked layers

// C++ equivalent:
void UMyAnimInstance::BlueprintLinkedAnimationLayersInitialized_Implementation()
{
    // Layers are now available — configure them
    if (UAnimInstance* LayerInstance = GetLinkedAnimLayerInstanceByClass(UMyLayerInterface::StaticClass()))
    {
        // Set up layer-specific state
    }
}

Version History

Introduced in: 4.24

Version Status Notes
5.6 stable

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