UAnimInstance::PostUpdateAnimation
#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;
} See Also
Tags
Version History
Introduced in: 4.11
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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