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UAnimInstance::OnAllMontageInstancesEnded

property Engine Blueprint Since 4.14
#include "Animation/AnimInstance.h"
Access: public Specifiers: UPROPERTYBlueprintAssignable

Description

Delegate broadcast when the last active montage instance on this AnimInstance finishes, leaving no montages playing. Useful for performing cleanup or transitioning state only when the AnimInstance is fully clear of any montage influence.

Caveats & Gotchas

  • Only fires when the count of active montage instances drops to zero. If a new montage starts in the same frame an existing one ends, this delegate may never fire even though each individual montage triggered OnMontageEnded.
  • If montages are stacked (playing in different groups simultaneously), this fires only after all of them have finished — not after each individual one. Use OnMontageEnded for per-montage completion logic.

Signature

UPROPERTY(BlueprintAssignable)
FOnAllMontageInstancesEnded OnAllMontageInstancesEnded;

Example

Resume idle logic once all montages finish C++
AnimInstance->OnAllMontageInstancesEnded.AddDynamic(this, &AMyCharacter::OnAllMontagesEnded);

void AMyCharacter::OnAllMontagesEnded()
{
    // Safe to re-enter full locomotion now — no montages are active
    bInCutsceneOverride = false;
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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