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UAnimInstance::PostEvaluateAnimation

function Engine Since 4.11
#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"));
    }
}

Version History

Introduced in: 4.11

Version Status Notes
5.6 stable

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