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UAnimInstance::GetBlendProfileByName

function Engine Since 4.12
#include "Animation/AnimInstance.h"
Access: public Specifiers: ENGINE_API

Description

Retrieves a named blend profile from the skeleton associated with this AnimInstance. Blend profiles define per-bone blend weights used to speed up or slow down blending in specific parts of the skeleton (e.g. blending the upper body faster than the lower body).

Caveats & Gotchas

  • Returns nullptr if no skeleton is set, the skeleton does not contain a profile with the given name, or the skeletal mesh component has not been fully initialized. Always null-check the result before use.
  • Blend profiles are assets owned by the skeleton — modifying the returned pointer's data affects all AnimInstances sharing the same skeleton. Do not mutate the result at runtime.

Signature

ENGINE_API UBlendProfile* GetBlendProfileByName(const FName& InBlendProfileName) const;

Parameters

Name Type Description Default
InBlendProfileName const FName& Name of the blend profile as defined in the skeleton asset.

Return Type

UBlendProfile*

Example

Retrieve a blend profile for use with a custom blending node C++
UBlendProfile* Profile = AnimInstance->GetBlendProfileByName(FName("UpperBodyBlend"));
if (Profile)
{
	// Pass to a blend node or cache for later use
	MyCustomBlendNode.SetBlendProfile(Profile);
}

Version History

Introduced in: 4.12

Version Status Notes
5.6 stable

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