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UAnimInstance::Montage_GetBlendTime

function Engine Blueprint Since 4.0
#include "Animation/AnimInstance.h"
Access: public Specifiers: ENGINE_APIconstBlueprintPureUFUNCTION

Description

Returns the current blend-in or blend-out time remaining for the montage in seconds. Reflects how far through the blend envelope the montage currently is.

Caveats & Gotchas

  • The returned value is the blend weight transition time, not the animation playback position. A montage can have a non-zero blend time even when its playback has finished — it may still be fading out.
  • If the montage is fully blended in and not yet blending out, this may return 0 even while the montage is actively playing.

Signature

ENGINE_API float Montage_GetBlendTime(const UAnimMontage* Montage) const;

Parameters

Name Type Description Default
Montage const UAnimMontage* The montage to query. If NULL, returns the blend time of the first active montage found.

Return Type

float

Example

Wait until montage is fully blended in before enabling IK C++
void UMyAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
{
	// Only enable hand IK once the montage has fully blended in
	float BlendTime = Montage_GetBlendTime(AimMontage);
	bEnableHandIK = Montage_IsActive(AimMontage) && FMath::IsNearlyZero(BlendTime);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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