UAnimInstance::UpdateAnimation
#include "Animation/AnimInstance.h"
Access: public
Specifiers: ENGINE_APIvirtual
Description
Main entry point for the game-thread animation update. Advances state machines, evaluates transition rules, and calls NativeUpdateAnimation and BlueprintUpdateAnimation. Called automatically each frame by the skeletal mesh component.
Caveats & Gotchas
- • Do not call this directly — the skeletal mesh component's tick drives it. If you need to inject custom update logic, override NativeUpdateAnimation instead.
- • This runs on the game thread. The parallel update (ParallelUpdateAnimation) runs separately on a worker thread after this completes. Variables read during the parallel phase should be set here.
Signature
ENGINE_API virtual void UpdateAnimation(float DeltaSeconds, bool bNeedsValidRootMotion); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| DeltaSeconds | float | Time elapsed since the last animation update. | — |
| bNeedsValidRootMotion | bool | Whether the caller requires valid root motion data this frame. | — |
Return Type
void Example
Typical lifecycle (no direct call needed) C++
// UpdateAnimation is called automatically. Override NativeUpdateAnimation instead:
void UMyAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
{
Super::NativeUpdateAnimation(DeltaSeconds);
Speed = GetOwningComponent()->GetComponentVelocity().Size();
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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