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UAnimInstance::GetRequiredBonesOnAnyThread

function Engine Since 4.15
#include "Animation/AnimInstance.h"
Access: public Specifiers: constENGINE_API

Description

Returns the set of bones required by the current anim graph configuration, safe to call from any thread including the animation worker thread. This is the thread-safe equivalent of GetRequiredBones.

Caveats & Gotchas

  • The returned reference is only guaranteed stable for the duration of the current evaluation pass. Do not hold the reference across frames or across thread boundaries.
  • Like GetRequiredBones, the bone set can change with LOD or anim graph state changes — treat the result as a snapshot of the current frame.

Signature

ENGINE_API const FBoneContainer& GetRequiredBonesOnAnyThread() const

Return Type

const FBoneContainer&

Example

Access required bones from a worker thread node C++
void FAnimNode_MyCustom::Evaluate_AnyThread(FPoseContext& Output)
{
	const FBoneContainer& RequiredBones = Output.AnimInstanceProxy->GetAnimInstanceObject()->GetRequiredBonesOnAnyThread();
	// Use RequiredBones for bone filtering during evaluation
}

Version History

Introduced in: 4.15

Version Status Notes
5.6 stable

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