UAnimInstance::NativePostEvaluateAnimation
#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);
} Tags
Version History
Introduced in: 4.15
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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