UAnimInstance::QueryTransitionEvent
#include "Animation/AnimInstance.h"
Access: public
Specifiers: ENGINE_APIUFUNCTIONBlueprintCallable
Description
Checks whether any pending transition events match the specified state machine transition without consuming them. Returns true if matching events exist, allowing transition rules to query event state non-destructively.
Caveats & Gotchas
- • This is a read-only query — it does not consume or mark the events. If you need to consume the event so it does not fire again, use QueryAndMarkTransitionEvent instead.
- • The machine and transition indices are internal to the compiled animation blueprint and are not stable across recompilations. Avoid hardcoding these values; use the auto-generated transition rule graph bindings instead.
Signature
UFUNCTION(BlueprintCallable, Category="Animation", meta=(BlueprintThreadSafe, Keywords="Event,Query,Transition"))
ENGINE_API bool QueryTransitionEvent(int32 MachineIndex, int32 TransitionIndex, TArray<int32>& OutSourceTransitionIndices); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| MachineIndex | int32 | Index of the state machine to query. | — |
| TransitionIndex | int32 | Index of the specific transition to check for pending events. | — |
| OutSourceTransitionIndices | TArray<int32>& | Output array populated with the indices of source transitions that have matching pending events. | — |
Return Type
bool Example
Query for a pending transition event in a transition rule C++
bool UMyAnimInstance::CanTransitionToAttack(int32 MachineIndex, int32 TransitionIndex)
{
TArray<int32> SourceIndices;
return QueryTransitionEvent(MachineIndex, TransitionIndex, SourceIndices);
} See Also
Tags
Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?