UAnimInstance::HasNativeStateEntryBinding
#include "Animation/AnimInstance.h"
Access: public
Specifiers: constENGINE_API
Description
Checks whether a native C++ delegate is bound to the entry event of the specified state machine state. Returns true if a binding exists.
Caveats & Gotchas
- • Only detects bindings added via AddNativeStateEntryBinding — Blueprint-defined state entry events are not reported.
- • State and machine names are case-sensitive and must match the Animation Blueprint graph exactly.
Signature
ENGINE_API bool HasNativeStateEntryBinding(const FName& MachineName, const FName& StateName, FName& OutBindingName) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| MachineName | const FName& | Name of the state machine to check. | — |
| StateName | const FName& | Name of the state to check. | — |
| OutBindingName | FName& | Receives the name of the found binding, if any. | — |
Return Type
bool Example
Verify an entry binding exists before gameplay logic C++
FName BindingName;
if (HasNativeStateEntryBinding(FName("Locomotion"), FName("Attack"), BindingName))
{
UE_LOG(LogAnimation, Log, TEXT("Attack entry binding active: %s"), *BindingName.ToString());
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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