UAnimInstance::GetCurveValue
#include "Animation/AnimInstance.h"
Access: public
Specifiers: UFUNCTIONBlueprintPure
Description
Returns the current evaluated value of a named animation curve. Returns 0.0 if the curve is not found or not active.
Signature
float GetCurveValue(FName CurveName) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| CurveName | FName | Name of the animation curve to read. | — |
Return Type
float Caveats & Gotchas
- • Returns 0.0 silently if the curve name doesn't exist — use GetCurveValueWithDefault() or the non-Blueprint overload that returns bool if you need to distinguish 'not found' from 'value is zero'.
- • Curve values are only valid after the anim graph has ticked for the current frame. Reading them from BeginPlay or in the same frame the mesh activates may return 0.
- • Marked BlueprintThreadSafe — safe to call from animation thread contexts.
Example
Read a footstep weight curve C++
if (UAnimInstance* AnimInst = GetMesh()->GetAnimInstance())
{
float FootL = AnimInst->GetCurveValue(FName("FootstepLeft"));
if (FootL > 0.5f)
{
PlayFootstepSound(EFoot::Left);
}
} See Also
Tags
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?