UBlendSpace::TickAssetPlayer
#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. See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?