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UAnimInstance::NativePostEvaluateAnimation

function Engine Since 4.15
#include "Animation/AnimInstance.h"
Access: protected Specifiers: virtualENGINE_API

Description

Called after the anim graph has been evaluated and final bone transforms are computed. Override this to apply post-processing adjustments to bone transforms or read back evaluated results before they are applied to the skeletal mesh.

Caveats & Gotchas

  • Bone transforms at this point reflect the anim graph output but have not yet been committed to the render thread. Modifications here affect the final pose that frame.
  • This runs after parallel evaluation completes. Do not assume it is called on a worker thread — it executes on the game thread.

Signature

virtual void NativePostEvaluateAnimation()

Return Type

void

Example

Post-process head tracking after evaluation C++
void UMyAnimInstance::NativePostEvaluateAnimation()
{
	Super::NativePostEvaluateAnimation();
	// Adjust a bone transform after the graph has evaluated
	FTransform& HeadTransform = GetSkelMeshComponent()->GetEditableComponentSpaceTransforms()[HeadBoneIndex];
	HeadTransform.SetRotation(HeadTransform.GetRotation() * LookAtAdjustment);
}

Version History

Introduced in: 4.15

Version Status Notes
5.6 stable

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