UAnimInstance::WasAnimNotifyStateActiveInAnyState
#include "Animation/AnimInstance.h"
Access: public
Specifiers: UFUNCTION
Description
Returns true if the specified AnimNotifyState type was active during the previous animation evaluation, regardless of which state machine state it came from. Provides a quick way to query global notify state presence without knowing the specific state or machine.
Caveats & Gotchas
- • This reflects the state from the previous frame's evaluation, not the current frame in progress. There is always a one-frame lag between a notify becoming active and this function returning true.
- • Returns true as long as the notify state overlaps the current animation position in any active state. During a blend transition, notify states from both the source and destination states may simultaneously contribute, potentially keeping this true longer than expected.
Signature
UFUNCTION(BlueprintPure, Category="Animation")
bool WasAnimNotifyStateActiveInAnyState(TSubclassOf<UAnimNotifyState> AnimNotifyStateType) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| AnimNotifyStateType | TSubclassOf<UAnimNotifyState> | The class of anim notify state to check for. | — |
Return Type
bool Example
Check if a weapon-trail notify is active across any state C++
// In NativeUpdateAnimation
if (WasAnimNotifyStateActiveInAnyState(UNS_WeaponTrail::StaticClass()))
{
MyWeapon->EnableTrailEffect(true);
}
else
{
MyWeapon->EnableTrailEffect(false);
} See Also
Tags
Version History
Introduced in: 4.8
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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