UAnimInstance::Montage_SetBlendedInDelegate
#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;
} See Also
Tags
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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