UAnimInstance::WasAnimNotifyTriggeredInAnyState
#include "Animation/AnimInstance.h"
Access: public
Specifiers: UFUNCTIONBlueprintPure
Description
Returns true if a notify of the given class was triggered anywhere across all state machines in this AnimInstance during the last frame. The broadest of the WasAnimNotifyTriggered family — use it when you do not care which machine or state fired the notify.
Caveats & Gotchas
- • Because this scans all state machines, a notify triggered in a low-priority or nearly-blended-out machine will still return true. Use the machine- or state-scoped variants when you need finer control.
- • The check is frame-local: binding logic to this in AnimGraph thread-safe code and game-thread code in the same frame can produce inconsistent results due to evaluation ordering.
Signature
UFUNCTION(BlueprintPure, Category="Animation")
bool WasAnimNotifyTriggeredInAnyState(TSubclassOf<UAnimNotify> AnimNotifyType) const; Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| AnimNotifyType | TSubclassOf<UAnimNotify> | Class of the notify to check for. | — |
Return Type
bool Example
Trigger a camera shake on any hit-impact notify C++
void UMyAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
{
Super::NativeUpdateAnimation(DeltaSeconds);
if (WasAnimNotifyTriggeredInAnyState(UAnimNotify_HitImpact::StaticClass()))
{
// Notify game code that an impact notify fired
bImpactNotifyFiredThisFrame = true;
}
} See Also
Tags
Version History
Introduced in: 4.11
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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