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UAnimInstance::RecalcRequiredBones

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

Description

Recalculates the set of required bones for this instance. Called automatically when the internal bRequiredBonesUpToDate flag is false, such as after the skeletal mesh or LOD changes.

Caveats & Gotchas

  • Not cheap — it rebuilds the required bone array from the current LOD and any active bone-driven nodes, so calling it every frame outside of the normal update flow will hurt performance.
  • Not exposed to Blueprint; if you're seeing bones missing from evaluation after swapping a skeletal mesh at runtime, this is the internal recovery path but you generally shouldn't need to call it directly.

Signature

void RecalcRequiredBones()

Return Type

void

Example

Force a required-bones refresh after a mesh swap C++
SkeletalMeshComponent->SetSkeletalMesh(NewMesh);
if (UAnimInstance* Instance = SkeletalMeshComponent->GetAnimInstance())
{
    Instance->RecalcRequiredBones();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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