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UAnimInstance::GetStateMachineInstanceDesc

function Engine Since 4.11
#include "Animation/AnimInstance.h"
Access: public Specifiers: ENGINE_APIconst

Description

Returns the baked (compiled) description of the named state machine, including its states, transitions, and entry rules. Useful for inspecting the static structure of a state machine at runtime.

Caveats & Gotchas

  • Returns null if no state machine with the given name exists in the compiled animation blueprint. Always null-check the result.
  • The returned struct describes the compiled graph topology (states, transitions) but not the runtime state (current state, weights). Use GetStateMachineInstance to query runtime state.

Signature

ENGINE_API const FBakedAnimationStateMachine* GetStateMachineInstanceDesc(FName MachineName) const;

Parameters

Name Type Description Default
MachineName FName The name of the state machine as defined in the animation blueprint graph.

Return Type

const FBakedAnimationStateMachine*

Example

Log state names in a machine C++
const FBakedAnimationStateMachine* Desc = AnimInstance->GetStateMachineInstanceDesc(FName("Locomotion"));
if (Desc)
{
    for (const FBakedAnimationState& State : Desc->States)
    {
        UE_LOG(LogAnimation, Log, TEXT("State: %s"), *State.StateName.ToString());
    }
}

Version History

Introduced in: 4.11

Version Status Notes
5.6 stable

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