UAnimInstance::GetRequiredBonesOnAnyThread
#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
} See Also
Tags
Version History
Introduced in: 4.15
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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