UAnimInstance::GetOwningActor
#include "Animation/AnimInstance.h"
Access: public
Specifiers: ENGINE_APIUFUNCTIONBlueprintCallable
Description
Returns the actor that owns the skeletal mesh component driving this animation instance. Unlike TryGetPawnOwner, this works for any actor type.
Caveats & Gotchas
- • Can return null if the animation instance is not yet associated with a component or if the component has no valid owner (e.g., a standalone skeletal mesh not attached to an actor).
- • In editor preview (Animation Blueprint editor), the owning actor is a temporary preview actor — do not cache or serialize the result.
Signature
UFUNCTION(BlueprintCallable, Category = "Animation")
ENGINE_API AActor* GetOwningActor() const Return Type
AActor* Example
Get owning actor and read a custom interface C++
AActor* Owner = GetOwningActor();
if (Owner && Owner->Implements<UMyAnimDataInterface>())
{
Speed = IMyAnimDataInterface::Execute_GetMoveSpeed(Owner);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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