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UAnimInstance::Montage_Resume

function Engine Blueprint Since 4.5
#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);
    }
}

Version History

Introduced in: 4.5

Version Status Notes
5.6 stable

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