UAnimInstance::RefreshCurves
#include "Animation/AnimInstance.h"
Access: public
Description
Pushes the current evaluated curve values from this anim instance into the provided skeletal mesh component, updating morph targets and material parameters. Called internally after each animation evaluation pass.
Caveats & Gotchas
- • This is an internal engine function called as part of the anim evaluation pipeline. Calling it manually outside of that pipeline can cause double-application of curve values or stomp values written by other systems (e.g. morph target overrides set directly on the mesh component).
- • Does not trigger a full re-evaluation of the animation graph — it only flushes already-computed curve data. To force a full update, use USkeletalMeshComponent::TickAnimation or RefreshBoneTransforms instead.
Signature
ENGINE_API void RefreshCurves(USkeletalMeshComponent* Component); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Component | USkeletalMeshComponent* | The skeletal mesh component whose curves should be refreshed. | — |
Return Type
void Example
Internal pipeline usage (for reference) C++
// Engine calls this after EvaluateAnimation — shown here for context only.
// You should not need to call RefreshCurves directly.
AnimInstance->RefreshCurves(SkelMeshComponent); Tags
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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