UAnimInstance::IsSlotActive
#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
} Tags
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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