UAnimInstance::QueueMontageBlendingOutEvent
#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. See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?