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UAnimInstance::SavePoseSnapshot

function Engine Blueprint Since 4.16
#include "Animation/AnimInstance.h"
Access: public Specifiers: ENGINE_APIvirtualBlueprintCallableUFUNCTION

Description

Captures the current skeletal mesh pose and stores it internally under the given name. The snapshot can then be blended from in an Animation Blueprint using a Pose Snapshot node, enabling smooth ragdoll-to-animation or death-to-revive transitions.

Caveats & Gotchas

  • The snapshot is taken at the current LOD. If the snapshot is captured at LOD1 and later used at LOD0, bones present in LOD0 but absent from LOD1 will fall back to reference pose — this can cause visible pops on high-detail meshes.
  • Snapshots are stored per-instance and are not replicated. On a multiplayer game, each client must capture its own snapshot independently if the visual effect is required client-side.

Signature

ENGINE_API virtual void SavePoseSnapshot(FName SnapshotName);

Parameters

Name Type Description Default
SnapshotName FName Name under which to store the snapshot. Use this name in the Pose Snapshot anim graph node to retrieve it.

Return Type

void

Example

Snapshot pose on death for a ragdoll blend C++
void UMyAnimInstance::OnCharacterDied()
{
	// Capture the pose at the moment of death
	SavePoseSnapshot(FName("DeathPose"));
	// The animation blueprint can now blend from DeathPose into ragdoll
	bIsDead = true;
}

Version History

Introduced in: 4.16

Version Status Notes
5.6 stable

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