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UAnimInstance::Montage_SetBlendedInDelegate

function Engine Since 4.14
#include "Animation/AnimInstance.h"
Access: public Specifiers: ENGINE_API

Description

Binds a delegate that fires once a montage has finished blending in and reached full weight. Useful for deferring logic until the montage is fully driving the pose.

Caveats & Gotchas

  • If the montage blend-in time is 0, this delegate fires on the very next evaluation frame rather than immediately at play time — do not rely on it for frame-zero logic.
  • If the montage is interrupted before it finishes blending in, this delegate will never fire. Pair it with Montage_SetEndDelegate if you need guaranteed cleanup on interruption.

Signature

ENGINE_API void Montage_SetBlendedInDelegate(FOnMontageBlendingInEnded& InOnMontageBlendedIn, UAnimMontage* Montage = nullptr);

Parameters

Name Type Description Default
InOnMontageBlendedIn FOnMontageBlendingInEnded& The delegate to fire once the montage has fully blended in and is at full weight.
Montage UAnimMontage* Target montage instance. Defaults to the topmost active montage if nullptr. nullptr

Return Type

void

Example

Disable IK once the montage has fully taken control C++
FOnMontageBlendingInEnded BlendedInDelegate;
BlendedInDelegate.BindUObject(this, &AMyCharacter::OnMontageFullyBlendedIn);
AnimInstance->Montage_SetBlendedInDelegate(BlendedInDelegate, CinematicMontage);

void AMyCharacter::OnMontageFullyBlendedIn(UAnimMontage* Montage)
{
    // Montage is now at full weight — safe to disable IK solving
    bIKEnabled = false;
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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