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UAnimInstance::GetRelevantAnimTimeFraction

function Engine Blueprint Since 4.8
#include "Animation/AnimInstance.h"
Access: public Specifiers: UFUNCTION

Description

Returns the current normalized playback position (0.0–1.0) of the most relevant animation in the specified state, where 0.0 is the start and 1.0 is the end. Provides a play-rate-independent measure of how far through the animation the sequence player is.

Caveats & Gotchas

  • For looping animations the fraction wraps back to 0.0 at each loop boundary. A transition rule checking for fraction > 0.9 will fire once every loop iteration — this is usually intentional but can cause unintended transitions if not guarded with additional state.
  • This is the time fraction, not the remaining fraction. To check how much is left, use GetRelevantAnimTimeRemainingFraction, or subtract this value from 1.0.

Signature

UFUNCTION(BlueprintPure, Category="Animation", meta=(BlueprintInternalUseOnly = "true"))
float GetRelevantAnimTimeFraction(int32 MachineIndex, int32 StateIndex) const;

Parameters

Name Type Description Default
MachineIndex int32 Index of the state machine containing the state.
StateIndex int32 Index of the state to query.

Return Type

float

Example

Blend in an additive pose during the second half of an animation C++
float Fraction = GetRelevantAnimTimeFraction(MachineIdx, ActionStateIdx);
// Fade in the additive during the back half of the animation
AdditiveBlendAlpha = FMath::Clamp((Fraction - 0.5f) * 2.f, 0.f, 1.f);

Version History

Introduced in: 4.8

Version Status Notes
5.6 stable

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