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UAnimInstance::GetSlotNodeGlobalWeight

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

Description

Returns the global blend weight of the specified slot node, accounting for the full graph hierarchy. A value of 1.0 means the slot fully overrides the source pose; 0.0 means the slot has no influence. Use this to synchronize gameplay logic with slot animation blend state.

Caveats & Gotchas

  • Global weight includes the combined effect of all parent blend nodes. A slot may have a local weight of 1.0 but a global weight of 0.5 if its parent blend node only contributes half weight — use this function when you need the actual visual contribution.
  • Returns 0.0 if the slot name does not exist in the current animation blueprint rather than asserting. This makes typos in slot names silently fail — verify slot names carefully during development.

Signature

UFUNCTION(BlueprintCallable, Category="Animation", meta=(BlueprintThreadSafe))
ENGINE_API float GetSlotNodeGlobalWeight(const FName& SlotNodeName) const;

Parameters

Name Type Description Default
SlotNodeName const FName& The name of the slot node to query, matching the slot name defined in the animation blueprint.

Return Type

float

Example

Check if an upper body slot is fully active C++
void UMyAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
{
	Super::NativeUpdateAnimation(DeltaSeconds);
	const float UpperBodyWeight = GetSlotNodeGlobalWeight(FName("UpperBody"));
	bIsUpperBodySlotActive = UpperBodyWeight > 0.01f;
}

Version History

Introduced in: 4.15

Version Status Notes
5.6 stable

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