UAnimInstance::PostEvaluateAnimation
#include "Animation/AnimInstance.h"
Access: public
Specifiers: virtual
Description
Called after the animation graph has evaluated and produced the final bone transforms. Override to apply post-processing to the evaluated pose, such as modifying bone transforms directly or reading final pose data for gameplay.
Caveats & Gotchas
- • May run on a worker thread when parallel evaluation is enabled. All modifications to bones or curves must be thread-safe.
- • Bone transforms are in component space at this point. If you modify them, ensure the changes are consistent with the component-space representation; otherwise downstream systems (physics, attachments) may produce incorrect results.
Signature
virtual void PostEvaluateAnimation(); Return Type
void Example
Read evaluated bone transform for gameplay C++
void UMyAnimInstance::PostEvaluateAnimation()
{
Super::PostEvaluateAnimation();
// Cache hand bone location for gameplay use after evaluation
if (USkeletalMeshComponent* Mesh = GetOwningComponent())
{
CachedHandLocation = Mesh->GetSocketLocation(FName("hand_r"));
}
} Tags
Version History
Introduced in: 4.11
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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