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UAnimInstance::GetUngroupedActivePlayersRead

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

Description

Returns a read-only reference to the array of active asset player tick records that are not assigned to any sync group. These are standalone animation players (sequences, montages) that tick independently without synchronization constraints.

Caveats & Gotchas

  • Like GetSyncGroupMapRead, this data is internal tick state and is only fully valid during animation evaluation. Accessing it outside the animation thread may yield stale or partially-updated records.
  • The tick records in this array are transient per-frame data — they are rebuilt each evaluation pass. Do not store references to individual records across frames.

Signature

ENGINE_API const TArray<FAnimTickRecord>& GetUngroupedActivePlayersRead() const;

Return Type

const TArray<FAnimTickRecord>&

Example

Count ungrouped active animation players C++
void UMyAnimInstance::LogUngroupedPlayers()
{
	const TArray<FAnimTickRecord>& Ungrouped = GetUngroupedActivePlayersRead();
	UE_LOG(LogAnimation, Log, TEXT("%d ungrouped active players"), Ungrouped.Num());
	for (const FAnimTickRecord& Record : Ungrouped)
	{
		UE_LOG(LogAnimation, Log, TEXT("  Asset: %s, Weight: %.2f"),
			Record.SourceAsset ? *Record.SourceAsset->GetName() : TEXT("None"),
			Record.EffectiveBlendWeight);
	}
}

Version History

Introduced in: 4.15

Version Status Notes
5.6 stable

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