UAnimInstance::QueueMontageBlendedInEvent
#include "Animation/AnimInstance.h"
Access: public
Specifiers: ENGINE_API
Description
Enqueues a blended-in notification to be dispatched at the end of the current evaluation frame, deferring the delegate until the pose pipeline has finished. This is the internal mechanism backing Montage_SetBlendedInDelegate.
Caveats & Gotchas
- • Game code should use Montage_SetBlendedInDelegate rather than constructing FQueuedMontageBlendedInEvent manually. This function exists as an internal hook for the animation evaluation pipeline.
- • Events queued here fire during PostEvaluateAnimation, not at the end of the physics substep. If you are integrating custom blend-in logic with physics simulation, timing may differ from expectations.
Signature
ENGINE_API void QueueMontageBlendedInEvent(const FQueuedMontageBlendedInEvent& MontageBlendedInEvent); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| MontageBlendedInEvent | const FQueuedMontageBlendedInEvent& | The event payload describing which montage has finished blending in and the associated delegate to invoke. | — |
Return Type
void Example
Understanding the internal dispatch path (reference only) C++
// Engine-internal dispatch path — do not call directly in gameplay code.
// Prefer:
// FOnMontageBlendingInEnded Del;
// Del.BindUObject(this, &AMyCharacter::OnMontageFullyIn);
// AnimInstance->Montage_SetBlendedInDelegate(Del, Montage);
//
// The engine internally calls:
// AnimInstance->QueueMontageBlendedInEvent(
// FQueuedMontageBlendedInEvent(Montage, Delegate));
// and dispatches it via TriggerMontageNotifyQueuedEvents() post-evaluate. See Also
Tags
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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