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UAnimInstance::Montage_IsActive

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

Description

Returns true if the specified montage is currently active (playing or blending out). Pass NULL to check if any montage is active on this instance.

Caveats & Gotchas

  • An active montage includes one that is blending out — it has not fully ended yet. Use Montage_GetIsStopped to distinguish a truly stopped/ended montage from one still transitioning.
  • If multiple montages are running simultaneously (stacked), this returns true as long as the specified montage is among the active ones, regardless of which slot it occupies.

Signature

ENGINE_API bool Montage_IsActive(const UAnimMontage* Montage) const;

Parameters

Name Type Description Default
Montage const UAnimMontage* The montage to check. If NULL, returns true if any montage is active.

Return Type

bool

Example

Gate logic on montage activity C++
void UMyAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
{
	if (Montage_IsActive(AttackMontage))
	{
		// Suppress movement input while attack is active or blending out
		bBlockMovement = true;
	}
	else
	{
		bBlockMovement = false;
	}
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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