UAnimInstance::NativeBeginPlay
#include "Animation/AnimInstance.h"
Access: public
Specifiers: virtual
Description
C++ lifecycle hook called when the owning skeletal mesh component's BeginPlay fires. Override in a C++ anim instance subclass to perform one-time setup that requires the world and component to be fully initialized.
Caveats & Gotchas
- • Always call Super::NativeBeginPlay() in your override. The base implementation triggers BlueprintBeginPlay, so skipping Super will silently suppress the Blueprint event.
- • GetSkelMeshComponent() is safe to call here, but the mesh's physics state and owner actor may still be in early initialization. Defer anything requiring fully initialized physics to the first NativeUpdateAnimation call.
Signature
ENGINE_API virtual void NativeBeginPlay(); Return Type
void Example
Caching owner reference in C++ anim instance C++
void UMyAnimInstance::NativeBeginPlay()
{
Super::NativeBeginPlay();
// Cache owner pointer once; reuse cheaply each tick.
OwnerCharacter = Cast<AMyCharacter>(GetSkelMeshComponent()->GetOwner());
} Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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