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UAnimInstance::QueueRootMotionBlend

function Engine Since 5.0
#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);
}

Version History

Introduced in: 5.0

Version Status Notes
5.6 stable

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