UAnimInstance::TryGetPawnOwner
#include "Animation/AnimInstance.h"
Access: public
Specifiers: virtualENGINE_APIUFUNCTIONBlueprintCallable
Description
Returns the Pawn that owns the skeletal mesh component driving this animation instance, or null if the owner is not a Pawn. Safe to call from the animation graph.
Caveats & Gotchas
- • Returns null if the owning actor is not a Pawn subclass — do not assume it always returns a valid pointer. Always check the result before dereferencing.
- • In linked animation instances (e.g., on a child skeletal mesh), this still returns the Pawn that owns the top-level skeletal mesh, not a 'nearest actor' search.
Signature
UFUNCTION(BlueprintCallable, Category = "Animation")
ENGINE_API virtual APawn* TryGetPawnOwner() const Return Type
APawn* Example
Read speed from pawn in BlueprintUpdateAnimation C++
void UMyAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
{
Super::NativeUpdateAnimation(DeltaSeconds);
if (APawn* Pawn = TryGetPawnOwner())
{
if (UCharacterMovementComponent* Move = Pawn->FindComponentByClass<UCharacterMovementComponent>())
{
Speed = Move->Velocity.Size();
}
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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