UAnimInstance::HasNativeTransitionBinding
#include "Animation/AnimInstance.h"
Access: public
Specifiers: constENGINE_API
Description
Checks whether a native C++ delegate is bound to the specified state machine transition. Returns true if a binding exists and outputs the binding name.
Caveats & Gotchas
- • Only detects bindings added via AddNativeTransitionBinding — it does not report Blueprint-defined transition rules.
- • State and machine names are case-sensitive and must match the Animation Blueprint graph exactly.
Signature
ENGINE_API bool HasNativeTransitionBinding(const FName& MachineName, const FName& PrevStateName, const FName& NextStateName, FName& OutBindingName) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| MachineName | const FName& | Name of the state machine to check. | — |
| PrevStateName | const FName& | Name of the source state. | — |
| NextStateName | const FName& | Name of the destination state. | — |
| OutBindingName | FName& | Receives the name of the found binding, if any. | — |
Return Type
bool Example
Check if a transition has a native binding C++
FName BindingName;
bool bHasBinding = HasNativeTransitionBinding(
FName("Locomotion"), FName("Idle"), FName("Jump"), BindingName);
if (bHasBinding)
{
UE_LOG(LogAnimation, Log, TEXT("Transition bound: %s"), *BindingName.ToString());
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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