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UAnimInstance::IsSlotActive

function Engine Blueprint Since 4.14
#include "Animation/AnimInstance.h"
Access: public Specifiers: UFUNCTIONBlueprintPure

Description

Returns true if the named slot node has a montage actively playing (not blending out). Use this to determine whether the slot is currently overriding the base pose.

Caveats & Gotchas

  • A montage that is blending out is explicitly excluded from the 'active' definition here — the function returns false while blend-out is in progress even though the slot still affects the final pose.
  • This function is marked BlueprintThreadSafe, so it may be called from animation graph nodes running on the worker thread; avoid accessing game-thread-only state alongside it.

Signature

ENGINE_API bool IsSlotActive(FName SlotNodeName) const;

Parameters

Name Type Description Default
SlotNodeName FName The slot node to query.

Return Type

bool

Example

Prevent locomotion from overriding an active upper-body slot C++
bool bUpperBodyBusy = AnimInstance->IsSlotActive(FName("UpperBodySlot"));
if (!bUpperBodyBusy)
{
    // Safe to transition to idle
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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