RealDocs

UAnimInstance::GetRequiredBones

function Engine Since 4.0
#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
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.