UAnimInstance::ClearQueuedAnimEvents
#include "Animation/AnimInstance.h"
Access: public
Description
Discards AnimNotifies and montage events queued this update without dispatching them.
Caveats & Gotchas
- • Per the header comment, this is mainly needed for edge cases where the notify queue gets populated more than once per tick — avoid calling it unless you've hit that specific problem.
- • Clearing the queue means any gameplay logic relying on those notify delegates (footstep sounds, hit windows, etc.) silently never runs for that tick.
- • Passing bShouldUpdateActiveAnimNotifiesSinceLastTick incorrectly can desync AnimNotifyState begin/end pairing, leaving a state notify's End never fired.
Signature
void ClearQueuedAnimEvents(bool bShouldUpdateActiveAnimNotifiesSinceLastTick) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bShouldUpdateActiveAnimNotifiesSinceLastTick | bool | Whether to update the active-notify-states-since-last-tick bookkeeping as part of the clear. | — |
Return Type
void Example
Discarding a stale notify queue before a forced re-update C++
if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance())
{
AnimInstance->ClearQueuedAnimEvents(true);
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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