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UAnimInstance::HasNativeStateExitBinding

function Engine Since 4.0
#include "Animation/AnimInstance.h"
Access: public Specifiers: constENGINE_API

Description

Checks whether a native C++ delegate is bound to the exit event of the specified state machine state. Returns true if a binding exists.

Caveats & Gotchas

  • Only detects bindings added via AddNativeStateExitBinding — Blueprint-defined state exit events are not reported.
  • State and machine names are case-sensitive and must match the Animation Blueprint graph exactly.

Signature

ENGINE_API bool HasNativeStateExitBinding(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

Check for an exit binding C++
FName BindingName;
if (HasNativeStateExitBinding(FName("Combat"), FName("Charging"), BindingName))
{
	UE_LOG(LogAnimation, Log, TEXT("Charging exit binding: %s"), *BindingName.ToString());
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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