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UAnimInstance::GetLinkedAnimLayerInstancesByGroup

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

Description

Collects all distinct linked anim instances that are running for the specified layer group. For grouped layers this typically returns one instance; for ungrouped (NAME_None) layers it returns one per ungrouped node.

Caveats & Gotchas

  • The returned array may contain duplicates in some graph topologies (e.g. a single instance referenced by multiple layer nodes in the same group). If uniqueness matters, deduplicate OutLinkedInstances before use.
  • OutLinkedInstances is not cleared before population — append semantics can cause stale data if you reuse the array across calls. Ensure you clear it or pass a fresh array each time.

Signature

ENGINE_API void GetLinkedAnimLayerInstancesByGroup(FName InGroup, TArray<UAnimInstance*>& OutLinkedInstances) const;

Parameters

Name Type Description Default
InGroup FName Group name to search. Pass NAME_None to retrieve all ungrouped layer instances.
OutLinkedInstances TArray<UAnimInstance*>& Receives the distinct linked instances found for the group.

Return Type

void

Example

Iterating all ungrouped layer instances to propagate state C++
TArray<UAnimInstance*> UngroupedInstances;
GetLinkedAnimLayerInstancesByGroup(NAME_None, UngroupedInstances);
for (UAnimInstance* Inst : UngroupedInstances)
{
    if (UMyLayerAnimInstance* LayerAnim = Cast<UMyLayerAnimInstance>(Inst))
    {
        LayerAnim->UpdateSharedState(SharedAnimData);
    }
}

Version History

Introduced in: 4.24

Version Status Notes
5.6 stable

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