UAnimInstance::GetRequiredBones
#include "Animation/AnimInstance.h"
Access: public
Specifiers: constENGINE_API
Description
Returns the set of bones required by the current anim graph configuration. This container reflects which bones are actually needed for evaluation based on the active nodes, LOD settings, and bone filtering.
Caveats & Gotchas
- • The required bone set can change at runtime as the anim graph changes state (e.g., different LOD levels enable different bones). Do not cache this reference across frames.
- • Must be called on the game thread. For worker thread access, use GetRequiredBonesOnAnyThread instead.
Signature
ENGINE_API const FBoneContainer& GetRequiredBones() const Return Type
const FBoneContainer& Example
Iterate required bones for a custom system C++
const FBoneContainer& RequiredBones = AnimInstance->GetRequiredBones();
for (FBoneIndexType BoneIndex : RequiredBones.GetBoneIndicesArray())
{
// Process only the bones the anim graph actually needs
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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