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UAnimInstance::GetRelevantAnimTimeRemaining

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

Description

Returns the time remaining in seconds before the most relevant animation in the specified state reaches its end. Used in transition rules to trigger a transition just before an animation finishes, enabling seamless looping or chaining.

Caveats & Gotchas

  • 'Most relevant' is determined by the highest-weighted sequence player in the state. In blend states with multiple sequences, this may not be the animation you expect — inspect the state's blend weights if the value seems incorrect.
  • For looping animations this always returns a positive value and will never reach zero naturally. Transition rules that fire 'when time remaining < X' will trigger once per loop cycle, which may be intentional for synchronized transitions.

Signature

UFUNCTION(BlueprintPure, Category="Animation", meta=(BlueprintInternalUseOnly = "true"))
float GetRelevantAnimTimeRemaining(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

Trigger a transition 0.2 seconds before an animation ends C++
// Inside a transition rule that fires when the attack animation is nearly done
bool UMyAnimInstance::ShouldTransitionFromAttack() const
{
	return GetRelevantAnimTimeRemaining(MachineIdx, AttackStateIdx) <= 0.2f;
}

Version History

Introduced in: 4.8

Version Status Notes
5.6 stable

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