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UAnimInstance::GetLODLevel

function Engine Blueprint Since 4.14
#include "Animation/AnimInstance.h"
Access: public Specifiers: virtualENGINE_APIUFUNCTIONBlueprintPure

Description

Returns the LOD level at which this animation instance is currently being evaluated, mirroring the skeletal mesh component's predicted LOD. The anim graph uses this to skip expensive nodes at lower LODs.

Caveats & Gotchas

  • This returns the LOD used for the animation evaluation pass, which may lag one frame behind the mesh renderer's LOD if LOD dithering or async updates are active.
  • Override this in a subclass if you need custom LOD logic for the anim graph (e.g., forcing LOD 0 for a cinematic character regardless of screen size).

Signature

UFUNCTION(BlueprintPure, Category = "Animation")
ENGINE_API virtual int32 GetLODLevel() const

Return Type

int32

Example

Skip IK calculations at low LOD C++
void UMyAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
{
    Super::NativeUpdateAnimation(DeltaSeconds);
    bEnableIK = (GetLODLevel() == 0);
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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