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UAnimInstance::QueueMontageBlendedInEvent

function Engine Since 4.14
#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.

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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