UAnimInstance::OnUROSkipTickAnimation
#include "Animation/AnimInstance.h"
Access: public
Specifiers: virtual
Description
Virtual callback invoked when the Update Rate Optimization (URO) system skips the animation tick for this instance. Override to perform lightweight per-frame bookkeeping that must still run even when the full anim graph evaluation is skipped.
Caveats & Gotchas
- • Called on the game thread but only when URO actually skips a tick. When URO is disabled or the mesh is at full tick rate this function is never called, so do not use it for logic that must run every frame — use NativeUpdateAnimation instead.
- • The deprecated predecessor OnUROPreInterpolation (removed 4.22) ran before interpolation; this replacement runs after the skip decision is made but before the interpolated pose is applied.
Signature
virtual void OnUROSkipTickAnimation() {} Return Type
void Example
Updating a lightweight movement flag during URO skips C++
void UMyAnimInstance::OnUROSkipTickAnimation()
{
Super::OnUROSkipTickAnimation();
// Update a simple flag so Blueprint nodes still reflect owner velocity
// even when the full graph evaluation is skipped.
USkeletalMeshComponent* Mesh = GetSkelMeshComponent();
if (AActor* Owner = Mesh->GetOwner())
{
bIsMoving = Owner->GetVelocity().SizeSquared() > 1.0f;
}
} Tags
Version History
Introduced in: 4.22
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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