UAnimInstance::NeedsUpdate
#include "Animation/AnimInstance.h"
Access: public
Specifiers: ENGINE_API
Description
Returns whether this anim instance requires an update this frame. False when the instance has been marked to skip updates, typically due to Update Rate Optimizations (URO) determining the mesh is off-screen or at a distance where reduced update frequency is acceptable.
Caveats & Gotchas
- • A false return does not mean the mesh is invisible — URO may still render using the last evaluated pose while skipping the animation update. Gameplay logic that depends on up-to-date animation state should check this flag to avoid acting on stale data.
- • Montage events, notifies, and curve values are not updated on skipped frames. Systems that consume these outputs must handle gaps gracefully or force the anim instance to update via the skeletal mesh component's VisibilityBasedAnimTickOption.
Signature
ENGINE_API bool NeedsUpdate() const; Return Type
bool Example
Skip expensive gameplay sync when anim is not updating C++
void AMyCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
if (AnimInstance && AnimInstance->NeedsUpdate())
{
// Only sync IK targets when animation is actually updating
SyncFootIKTargets();
}
} Tags
Version History
Introduced in: 4.11
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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