UAnimInstance::StopAllMontages
#include "Animation/AnimInstance.h"
Access: public
Specifiers: ENGINE_API
Description
Stops every currently active montage on this AnimInstance simultaneously, blending each one out over the specified duration. Use this for hard resets — entering a ragdoll, a hit-reaction override, or cinematic entry.
Caveats & Gotchas
- • Calls each montage's OnMontageInstanceStopped delegate, so any callbacks registered with Montage_SetEndDelegate or Montage_SetBlendingOutDelegate will still fire for each stopped montage. Be careful not to trigger re-entrant play calls inside those callbacks.
- • Passing 0.0f for InBlendOutTime pops all montages off instantly with no blend, which can cause visible animation snapping if the skeleton is in a strongly-posed state.
Signature
ENGINE_API void StopAllMontages(float InBlendOutTime); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InBlendOutTime | float | The blend-out duration in seconds applied to every active montage instance. | — |
Return Type
void Example
Clear all montages when the character dies C++
void AMyCharacter::OnDeath()
{
if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance())
{
// Blend out over 0.25 seconds to avoid a pop
AnimInstance->StopAllMontages(0.25f);
}
// Then activate ragdoll physics
GetMesh()->SetSimulatePhysics(true);
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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