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UAnimInstance::HasNativeTransitionBinding

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 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());
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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