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UAnimInstance::DynamicMontage_IsPlayingFrom

function Engine Blueprint Since 5.0
#include "Animation/AnimInstance.h"
Access: public Specifiers: ENGINE_APIconstBlueprintPureUFUNCTION

Description

Returns true if there is currently an active dynamic montage that was created from the specified animation asset. Used to check whether a one-off PlaySlotAnimationAsDynamicMontage call is still running.

Caveats & Gotchas

  • Dynamic montages are transient — they are created on-the-fly from an AnimSequenceBase and are not reusable UAnimMontage assets. This function cannot be used with regular montage assets.
  • If the same animation was used to create multiple dynamic montages, this function returns true as long as at least one of them is still active. There is no way to distinguish between instances using this API alone.

Signature

ENGINE_API bool DynamicMontage_IsPlayingFrom(const UAnimSequenceBase* Animation) const;

Parameters

Name Type Description Default
Animation const UAnimSequenceBase* The source animation sequence to check for an associated dynamic montage.

Return Type

bool

Example

Guard against re-triggering a dynamic montage C++
void AMyCharacter::PlayHitReaction(UAnimSequence* HitAnim)
{
	UAnimInstance* AnimInst = GetMesh()->GetAnimInstance();
	if (AnimInst && !AnimInst->DynamicMontage_IsPlayingFrom(HitAnim))
	{
		AnimInst->PlaySlotAnimationAsDynamicMontage(HitAnim, FName("DefaultSlot"));
	}
}

Version History

Introduced in: 5.0

Version Status Notes
5.6 stable

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