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UAnimInstance::QueueMontageBlendingOutEvent

function Engine Since 4.0
#include "Animation/AnimInstance.h"
Access: public Specifiers: ENGINE_API

Description

Enqueues a blending-out notification to be dispatched at the end of the current evaluation frame, deferring the delegate fire until it is safe to modify game state. This is the internal mechanism that backs Montage_SetBlendingOutDelegate.

Caveats & Gotchas

  • This is an engine-internal function. Game code should use Montage_SetBlendingOutDelegate rather than constructing FQueuedMontageBlendingOutEvent and calling this directly.
  • Events queued here are dispatched during the next PostEvaluateAnimation call, not immediately. Relying on the delegate firing in the same frame as the queue call will produce incorrect assumptions about ordering.

Signature

ENGINE_API void QueueMontageBlendingOutEvent(const FQueuedMontageBlendingOutEvent& MontageBlendingOutEvent);

Parameters

Name Type Description Default
MontageBlendingOutEvent const FQueuedMontageBlendingOutEvent& The event payload describing which montage is blending out 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:
//   FOnMontageBlendingOutStarted Del;
//   Del.BindUObject(this, &AMyCharacter::OnBlendingOut);
//   AnimInstance->Montage_SetBlendingOutDelegate(Del, Montage);
//
// The engine internally calls:
//   AnimInstance->QueueMontageBlendingOutEvent(
//       FQueuedMontageBlendingOutEvent(Montage, bInterrupted, Delegate));
// and dispatches it via TriggerMontageNotifyQueuedEvents() post-evaluate.

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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