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UAnimInstance::IsPlayingSlotAnimation

function Engine Blueprint Since 4.8
#include "Animation/AnimInstance.h"
Access: public Specifiers: UFUNCTIONBlueprintPure

Description

Returns true if the given animation asset is currently playing through the specified slot node. A second overload also returns the active UAnimMontage via an out parameter.

Caveats & Gotchas

  • Returns false during the blend-out phase even though the slot is still contributing to the final pose — use IsSlotActive if you need to know whether the slot is blending.
  • The non-Blueprint overload `IsPlayingSlotAnimation(Asset, SlotNodeName, OutMontage)` also exists for C++ callers who need the active montage pointer, but is not Blueprint-exposed.

Signature

ENGINE_API bool IsPlayingSlotAnimation(const UAnimSequenceBase* Asset, FName SlotNodeName) const;

Parameters

Name Type Description Default
Asset const UAnimSequenceBase* The animation asset to check.
SlotNodeName FName The slot node to query.

Return Type

bool

Example

Guard against double-triggering a reload C++
if (!AnimInstance->IsPlayingSlotAnimation(ReloadAnim, FName("WeaponSlot")))
{
    AnimInstance->PlaySlotAnimationAsDynamicMontage(ReloadAnim, FName("WeaponSlot"));
}

Version History

Introduced in: 4.8

Version Status Notes
5.6 stable

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