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UAnimInstance::GetSyncGroupMapRead

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

Description

Returns a read-only reference to the current sync group map, which contains per-group state for all active sync groups. Each entry maps a sync group name to its FAnimGroupInstance, holding leader/follower relationships and marker positions.

Caveats & Gotchas

  • The returned reference is to internal animation state that can change every tick. Reading this outside of the animation update (e.g., from a gameplay timer) may observe partially updated data or data from a previous frame.
  • Sync group state is only populated for asset players that are actively contributing to evaluation. Inactive or zero-weight players do not appear in their group, even if they are technically assigned to one.

Signature

ENGINE_API const TMap<FName, FAnimGroupInstance>& GetSyncGroupMapRead() const;

Return Type

const TMap<FName, FAnimGroupInstance>&

Example

Iterate sync groups for debug logging C++
void UMyAnimInstance::DebugLogSyncGroups()
{
	const TMap<FName, FAnimGroupInstance>& SyncGroups = GetSyncGroupMapRead();
	for (const auto& Pair : SyncGroups)
	{
		UE_LOG(LogAnimation, Log, TEXT("Sync group '%s': %d active players"),
			*Pair.Key.ToString(), Pair.Value.ActivePlayers.Num());
	}
}

Version History

Introduced in: 4.15

Version Status Notes
5.6 stable

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