UAnimInstance::Montage_Resume
#include "Animation/AnimInstance.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Resumes a previously paused montage from the position at which it was paused.
Caveats & Gotchas
- • Unlike Montage_Pause, Montage_Resume requires a non-null montage reference — passing nullptr is a no-op and the engine will log a warning in debug builds.
- • If the montage was paused mid-blend-in, the blend-in will also resume from where it was frozen, which can cause a visually slow blend if the game was paused for a long time.
Signature
ENGINE_API void Montage_Resume(const UAnimMontage* Montage); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Montage | const UAnimMontage* | The montage to resume. Unlike Montage_Pause, this does not accept NULL — a specific montage reference is required. | — |
Return Type
void Example
Resume a montage when the menu closes C++
void AMyCharacter::OnMenuClosed()
{
if (UAnimInstance* Anim = GetMesh()->GetAnimInstance())
{
Anim->Montage_Resume(CinematicMontage);
}
} Tags
Version History
Introduced in: 4.5
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?