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UAnimInstance::GetOwningActor

function Engine Blueprint Since 4.0
#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);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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