UAnimInstance::HasNativeStateExitBinding
#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());
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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