RealDocs

UAnimInstance::GetCurveValue

function Engine Blueprint Since 4.14
#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);
    }
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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