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UAnimInstance::OnMontageStarted

property Engine Blueprint Since 4.5
#include "Animation/AnimInstance.h"
Access: public Specifiers: UPROPERTYBlueprintAssignable

Description

Delegate broadcast immediately when a montage begins playing, at the start of its blend-in phase. Use this to react to the moment a montage is activated, for example to set state flags or start correlated effects.

Caveats & Gotchas

  • Fires at the very beginning of blend-in, so the montage has weight 0 on this frame. If you need to react after the animation has fully taken over the pose, use OnMontageBlendedIn instead.
  • This delegate is per AnimInstance, not per montage asset. If multiple montages can play, always check the Montage parameter to determine which one started before acting.

Signature

UPROPERTY(BlueprintAssignable)
FOnMontageStarted OnMontageStarted;

Example

Set bIsAttacking flag when attack montage starts C++
AnimInstance->OnMontageStarted.AddDynamic(this, &AMyCharacter::OnMontageStarted);

void AMyCharacter::OnMontageStarted(UAnimMontage* Montage)
{
    if (Montage == AttackMontage)
    {
        bIsAttacking = true;
    }
}

Version History

Introduced in: 4.5

Version Status Notes
5.6 stable

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