RealDocs

UAnimInstance::PostUpdateAnimation

function Engine Since 4.11
#include "Animation/AnimInstance.h"
Access: public Specifiers: virtual

Description

Called on the game thread after both the main update and parallel update have completed. Override to run game-thread logic that depends on fully updated animation state, such as reading final curve values or triggering gameplay events.

Caveats & Gotchas

  • Called after ParallelUpdateAnimation completes and results are merged back to the game thread. Safe to access UObjects and game state here.
  • This runs before evaluation — the final pose has not been computed yet. If you need to react to the evaluated pose, use PostEvaluateAnimation instead.

Signature

virtual void PostUpdateAnimation();

Return Type

void

Example

Read curve value after parallel update C++
void UMyAnimInstance::PostUpdateAnimation()
{
    Super::PostUpdateAnimation();
    float AimYaw = GetCurveValue(FName("AimYaw"));
    // Use the fully updated curve to drive IK targets
    IKTargetYaw = AimYaw;
}

Version History

Introduced in: 4.11

Version Status Notes
5.6 stable

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