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UAnimInstance::OnMontageBlendedIn

property Engine Blueprint Since 5.0
#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;
    }
}

Version History

Introduced in: 5.0

Version Status Notes
5.6 stable
5.0 stable Introduced.

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