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UAnimInstance::GetRelevantAnimTimeRemainingFraction

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

Description

Returns the normalized time remaining (0.0–1.0) for the most relevant animation in a state, where 1.0 means at the start and 0.0 means at the end. Useful for transition rules that should fire at a consistent percentage completion regardless of the animation's total length.

Caveats & Gotchas

  • Because the value is normalized by the full animation length, short and long animations trigger threshold-based rules at different real-time points. Consider whether a time-based (GetRelevantAnimTimeRemaining) or fraction-based check is more appropriate for your use case.
  • For looping animations the fraction resets to 1.0 on each loop iteration, so a condition checking for a value near 0.0 will fire once per loop.

Signature

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

Start a transition in the last 10% of an animation C++
bool UMyAnimInstance::IsNearEndOfAction() const
{
	return GetRelevantAnimTimeRemainingFraction(MachineIdx, ActionStateIdx) <= 0.1f;
}

Version History

Introduced in: 4.8

Version Status Notes
5.6 stable

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