UAnimInstance::ClearAllTransitionEvents
#include "Animation/AnimInstance.h"
Access: public
Specifiers: ENGINE_APIUFUNCTIONBlueprintCallable
Description
Removes every queued transition request regardless of event name. Useful for resetting the state machine's pending transitions to a clean slate, such as on respawn or when a character enters a ragdoll state.
Caveats & Gotchas
- • Clears ALL pending events — if multiple systems request different transitions in the same frame, a blanket clear from one system will silently discard the others' requests.
- • Like ClearTransitionEvents, this is BlueprintThreadSafe, but note that the state machine evaluates transitions during the parallel anim update thread; there is a narrow window each tick where a cleared event may still have been evaluated.
Signature
UFUNCTION(BlueprintCallable, Category = "Animation", meta = (BlueprintThreadSafe, Keywords = "Event,Request,Transition"))
ENGINE_API void ClearAllTransitionEvents() Return Type
void Example
Reset transitions on respawn C++
void AMyCharacter::Respawn()
{
if (UAnimInstance* Anim = GetMesh()->GetAnimInstance())
{
Anim->ClearAllTransitionEvents();
}
} Tags
Version History
Introduced in: 5.3
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
| 5.3 | stable | Added in 5.3. |
Feedback
Was this helpful?