UAnimInstance::QueueRootMotionBlend
#include "Animation/AnimInstance.h"
Access: public
Specifiers: ENGINE_API
Description
Adds a root motion transform delta to the pending blend queue. Multiple root motion sources can be queued per frame and the engine accumulates them according to the blend parameters before applying the final result to the movement component.
Caveats & Gotchas
- • Queued root motion is consumed during the character movement update. If the movement component does not process root motion (e.g., RootMotionMode is set to NoRootMotionExtraction), queued deltas are silently discarded.
- • Order of queuing matters when blend modes are not purely additive — earlier entries may be weighted differently depending on the montage or animation graph's blend configuration.
Signature
ENGINE_API void QueueRootMotionBlend(const FTransform& RootTransformDelta, const FRootMotionMovementParams& Params); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| RootTransformDelta | const FTransform& | The delta transform representing root bone movement to blend in. | — |
| Params | const FRootMotionMovementParams& | Root motion parameters controlling how this delta is accumulated and applied. | — |
Return Type
void Example
Queue a custom root motion delta C++
void UMyAnimInstance::ApplyCustomRootMotion(const FTransform& Delta)
{
FRootMotionMovementParams Params;
Params.bHasRootMotion = true;
Params.RootMotionTransform = Delta;
QueueRootMotionBlend(Delta, Params);
} Tags
Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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