UAnimInstance::OnMontageBlendedIn
#include "Animation/AnimInstance.h"
Access: public
Specifiers: UPROPERTYBlueprintAssignable
Description
Delegate broadcast once a montage has fully blended in (its blend-in phase is complete and the weight has reached 1). Use this to trigger gameplay logic that should only run after the animation has fully taken over the pose.
Caveats & Gotchas
- • Added in UE 5.0. Projects targeting earlier engine versions should check for blend-in completion manually via Montage_GetBlendTime and the montage position.
- • If a montage has a blend-in time of 0, this fires on the same frame as OnMontageStarted. For montages with non-zero blend-in, there will be a delay proportional to the blend-in duration.
Signature
UPROPERTY(BlueprintAssignable)
FOnMontageStarted OnMontageBlendedIn; Example
Enable aim IK after montage fully blends in C++
AnimInstance->OnMontageBlendedIn.AddDynamic(this, &AMyCharacter::OnAimMontageBlendedIn);
void AMyCharacter::OnAimMontageBlendedIn(UAnimMontage* Montage)
{
if (Montage == AimMontage)
{
bAimIKEnabled = true;
}
} See Also
Tags
Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
| 5.0 | stable | Introduced. |
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