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UAnimInstance::ClearQueuedAnimEvents

function Engine Since unknown
#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);
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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