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UAnimInstance::ClearAllTransitionEvents

function Engine Blueprint Since 5.3
#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();
    }
}

Version History

Introduced in: 5.3

Version Status Notes
5.6 stable
5.3 stable Added in 5.3.

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