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