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UAnimInstance::GetCurveValueWithDefault

function Engine Blueprint Since 4.21
#include "Animation/AnimInstance.h"
Access: public Specifiers: UFUNCTIONBlueprintPureBlueprintThreadSafe

Description

Reads the current value of a named animation curve, falling back to a caller-supplied default if the curve is not currently active. Returns true if the curve was found, false if the default was used.

Caveats & Gotchas

  • Returns false and uses the default value if the curve is inactive during this frame — this can happen legitimately when a state has no animation playing. Do not treat false as an error.
  • Marked BlueprintThreadSafe, so it is safe to call from the AnimGraph thread. However, the value reflects the previous frame's evaluation result when accessed from NativeUpdateAnimation on the game thread.

Signature

ENGINE_API bool GetCurveValueWithDefault(FName CurveName, float DefaultValue, float& OutValue);

Parameters

Name Type Description Default
CurveName FName The name of the animation curve to read.
DefaultValue float Value to return in OutValue if the curve is not active.
OutValue float& Receives the current curve value or DefaultValue if not found.

Return Type

bool

Example

Reading a foot IK weight curve with a safe default C++
float IKWeight = 0.0f;
bool bFound = GetCurveValueWithDefault(FName("FootIK_Weight"), 0.0f, IKWeight);
// Use IKWeight regardless of bFound — it holds either the live or default value.
LeftFootIKAlpha = IKWeight;

Version History

Introduced in: 4.21

Version Status Notes
5.6 stable

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