UAnimInstance::Montage_GetIsStopped
#include "Animation/AnimInstance.h"
Access: public
Specifiers: ENGINE_APIconstBlueprintPureUFUNCTION
Description
Returns true if the montage is not currently active — either it was never started, has fully ended, or is in a blend-out phase. This is the logical inverse of a full "is truly playing" check.
Caveats & Gotchas
- • Returns true for a montage that is blending out, not just one that has fully finished. If you need to know that the montage has completely ended, listen to the OnMontageEnded delegate instead.
- • Passing a NULL montage pointer will result in undefined behaviour on some engine builds — always pass a valid montage reference.
Signature
ENGINE_API bool Montage_GetIsStopped(const UAnimMontage* Montage) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Montage | const UAnimMontage* | The montage to query. | — |
Return Type
bool Example
Allow re-triggering only when fully stopped C++
void AMyCharacter::TryPlayAttack()
{
UAnimInstance* AnimInst = GetMesh()->GetAnimInstance();
if (AnimInst && AnimInst->Montage_GetIsStopped(AttackMontage))
{
AnimInst->Montage_Play(AttackMontage);
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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