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UBlendSpace::TickAssetPlayer

function Engine Since 4.0
#include "Animation/BlendSpace.h"
Access: public Specifiers: virtualconstoverride

Description

Advances the blend space's sample weights and internal playback position for one tick, overriding UAnimationAsset's asset-player tick.

Caveats & Gotchas

  • Called by the anim graph's Blend Space player node each frame — you shouldn't need to call it directly from gameplay code.
  • Delegates to the blend space's internal sample-update logic, so filtering/smoothing settings (Input Interpolation, Sample Weight Speed) affect the notifies and weights it produces.

Signature

virtual void TickAssetPlayer(FAnimTickRecord& Instance, struct FAnimNotifyQueue& NotifyQueue, FAnimAssetTickContext& Context) const override

Parameters

Name Type Description Default
Instance FAnimTickRecord& Tick record tracking this blend space's playback state for the current asset player.
NotifyQueue FAnimNotifyQueue& Queue that notifies triggered by the underlying samples are added to.
Context FAnimAssetTickContext& Tick context providing delta time and sync-group information.

Return Type

void

Example

Driven by the anim graph, not called directly C++
// TickAssetPlayer is invoked internally by the Blend Space player node in the
// Anim Graph; gameplay code typically just sets the blend input via
// UAnimInstance::SetBlendSpaceInput or a matching Blueprint variable.

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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