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UAnimInstance::GetOwningComponent

function Engine Blueprint Since 4.0
#include "Animation/AnimInstance.h"
Access: public Specifiers: ENGINE_APIUFUNCTIONBlueprintCallable

Description

Returns the skeletal mesh component that created and hosts this animation instance.

Caveats & Gotchas

  • For linked animation instances (sub-graphs set via Set Linked Anim Instance), this returns the skeletal mesh component that the linked instance was added to, not the component of the leader/root anim instance.
  • Do not call this during the static initializer phase of the animation blueprint class; the component reference is only valid after InitializeAnimation has run.

Signature

UFUNCTION(BlueprintCallable, Category = "Animation")
ENGINE_API USkeletalMeshComponent* GetOwningComponent() const

Return Type

USkeletalMeshComponent*

Example

Access socket transform from within the anim graph C++
if (USkeletalMeshComponent* Mesh = GetOwningComponent())
{
    FTransform SocketTransform = Mesh->GetSocketTransform(FName("hand_r"));
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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