UAnimInstance::IsSyncGroupBetweenMarkers
#include "Animation/AnimInstance.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Returns true if the sync group's current playback position is between the two named markers. Useful for gating gameplay logic to a specific window within a looping animation, such as when the character's foot is planted.
Caveats & Gotchas
- • When bRespectMarkerOrder is false, the function only checks that the current position is between the two markers regardless of which was defined first in the asset — useful for reverse-playback scenarios but can produce unexpected results on forward playback.
- • Both markers must exist in the leader animation of the sync group. If either is missing the function returns false without a warning; always verify marker names match the animation asset exactly.
Signature
UFUNCTION(BlueprintCallable, Category="Animation", meta=(BlueprintThreadSafe))
ENGINE_API bool IsSyncGroupBetweenMarkers(FName InSyncGroupName, FName PreviousMarker, FName NextMarker, bool bRespectMarkerOrder = true) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InSyncGroupName | FName | Name of the sync group to query. | — |
| PreviousMarker | FName | Name of the marker that was most recently passed. | — |
| NextMarker | FName | Name of the marker that is next to be reached. | — |
| bRespectMarkerOrder | bool | If true, the markers must appear in the given order in the animation. | true |
Return Type
bool Example
Enable foot IK only when the foot is between plant markers C++
bool bLeftFootPlanted = IsSyncGroupBetweenMarkers(
FName("DefaultGroup"),
FName("LeftFootDown"),
FName("LeftFootUp"));
LeftFootIKAlpha = bLeftFootPlanted ? 1.0f : 0.0f; See Also
Tags
Version History
Introduced in: 4.12
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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