UAnimInstance::GetBlendProfileByName
#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);
} Tags
Version History
Introduced in: 4.12
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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