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UAnimInstance::GetCurrentStateName

function Engine Blueprint Since 4.11
#include "Animation/AnimInstance.h"
Access: public Specifiers: UFUNCTIONBlueprintPure

Description

Returns the name of the currently active state in the given state machine. Intended for use inside the AnimBP graph via the generated blueprint getter; C++ code typically works with state indices directly.

Caveats & Gotchas

  • Marked BlueprintInternalUseOnly — the AnimBP compiler generates a correctly typed wrapper for Blueprint use. Calling this from user Blueprint code directly is not intended and may produce unexpected results.
  • During a transition, this returns the destination state name, not the source state. If you need the source state name, query it before committing the transition or use the transition rule context.

Signature

UFUNCTION(BlueprintPure, Category="Animation", meta=(BlueprintInternalUseOnly = "true"))
FName GetCurrentStateName(int32 MachineIndex) const;

Parameters

Name Type Description Default
MachineIndex int32 Index of the state machine to query.

Return Type

FName

Example

Read active state name in C++ debug code C++
FName ActiveState = GetCurrentStateName(0); // Machine 0
UE_LOG(LogTemp, Log, TEXT("Current locomotion state: %s"), *ActiveState.ToString());

Version History

Introduced in: 4.11

Version Status Notes
5.6 stable

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