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UAnimInstance::RequestMontageInertialization

function Engine Since 5.0
#include "Animation/AnimInstance.h"
Access: public Specifiers: ENGINE_API

Description

Requests physics-based pose inertialization for a montage transition, producing smoother blends than traditional linear blending by carrying bone velocity through the transition. Use this instead of standard blend settings when the character is in dynamic motion at transition time.

Caveats & Gotchas

  • Inertialization requires the Inertialization node to be present and connected in the anim graph. Calling this function when no Inertialization node is active is silently ignored.
  • The inertialization system stores a velocity snapshot at the moment of the request. If there is a one-frame delay between calling this and the actual pose change, the snapshot will be stale and the blend quality will degrade.
  • Inertialization is a UE5 feature — projects targeting UE 4.x should use RequestSlotGroupInertialization or standard blend time settings instead.

Signature

ENGINE_API void RequestMontageInertialization(const UAnimMontage* InMontage, float InDuration, const UBlendProfile* InBlendProfile = nullptr);

Parameters

Name Type Description Default
InMontage const UAnimMontage* The montage whose transition into or out of play should be inertialized.
InDuration float Duration in seconds over which the inertialization blend should occur.
InBlendProfile const UBlendProfile* Optional blend profile controlling per-bone inertia weights. If null, uniform inertialization is applied. nullptr

Return Type

void

Example

Smooth montage entry during locomotion C++
void AMyCharacter::PlayDodgeMontage()
{
    if (UAnimInstance* AnimInst = GetMesh()->GetAnimInstance())
    {
        // Request inertialization before playing so the velocity snapshot is taken now
        AnimInst->RequestMontageInertialization(DodgeMontage, 0.15f);
        AnimInst->Montage_Play(DodgeMontage);
    }
}

Version History

Introduced in: 5.0

Version Status Notes
5.6 stable
5.0 stable Introduced with the Inertialization system.

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