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UAnimInstance::GetLinkedAnimLayerInstanceByGroup

function Engine Blueprint Since 4.24
#include "Animation/AnimInstance.h"
Access: public Specifiers: UFUNCTIONBlueprintPureconst

Description

Returns the linked anim instance that is currently running for the specified layer group. When multiple layers share a group, all of them run in this single shared instance.

Caveats & Gotchas

  • Returns nullptr if no layer with that group name is currently linked. Always null-check before use.
  • For ungrouped layers (group name == NAME_None), each layer node has its own instance — use GetLinkedAnimLayerInstancesByGroup with NAME_None to enumerate them all, as this function will only return the first one found.

Signature

ENGINE_API UAnimInstance* GetLinkedAnimLayerInstanceByGroup(FName InGroup) const;

Parameters

Name Type Description Default
InGroup FName The group name of the linked layer to retrieve.

Return Type

UAnimInstance*

Example

Reading state from a linked layer group instance C++
if (UAnimInstance* WeaponInst = GetLinkedAnimLayerInstanceByGroup(FName("WeaponGroup")))
{
    if (UWeaponAnimInstance* WeaponAnim = Cast<UWeaponAnimInstance>(WeaponInst))
    {
        WeaponAnim->SetAimOffset(CurrentAimOffset);
    }
}

Version History

Introduced in: 4.24

Version Status Notes
5.6 stable

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