UAnimInstance::GetInstanceAssetPlayerIndex
#include "Animation/AnimInstance.h"
Access: public
Specifiers: ENGINE_API
Description
Looks up the flat index of an asset player node given its state machine, state, and node name. Used internally by AnimGetters and AnimInstance proxy objects to map logical names to runtime indices.
Caveats & Gotchas
- • Returns INDEX_NONE (-1) if the named node cannot be found. Always validate the returned index before passing it to GetInstanceAssetPlayerTime or similar indexed accessors.
- • The indices are baked at compile time from the animation blueprint graph and are stable for a given blueprint compilation. Recompiling the blueprint can change indices, so never serialize or cache them across sessions.
Signature
ENGINE_API int32 GetInstanceAssetPlayerIndex(FName MachineName, FName StateName, FName AssetPlayerNodeName) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| MachineName | FName | Name of the state machine containing the asset player. | — |
| StateName | FName | Name of the state within the state machine. | — |
| AssetPlayerNodeName | FName | Name of the specific asset player node. | — |
Return Type
int32 Example
Look up asset player index by name C++
int32 Index = AnimInstance->GetInstanceAssetPlayerIndex(
FName("Locomotion"),
FName("Idle"),
FName("IdleAnim")
);
if (Index != INDEX_NONE)
{
float Time = AnimInstance->GetInstanceAssetPlayerTime(Index);
} Tags
Version History
Introduced in: 4.11
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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