UAnimInstance::RecalcRequiredBones
#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();
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?