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USkeletalMeshComponent::PlayAnimation

function Engine Since 4.0
#include "Components/SkeletalMeshComponent.h"
Access: public

Description

Plays an animation asset directly on the skeletal mesh, bypassing the Animation Blueprint. Useful for simple one-off animations when a full anim graph is not needed.

Signature

void PlayAnimation(class UAnimationAsset* NewAnimToPlay, bool bLooping)

Parameters

Name Type Description Default
NewAnimToPlay UAnimationAsset* The animation asset to play (AnimSequence, AnimMontage, BlendSpace, etc.).
bLooping bool Whether the animation should loop.

Return Type

void

Caveats & Gotchas

  • This disables the Animation Blueprint — calling PlayAnimation will override and disconnect the assigned Anim Blueprint for the duration.
  • For characters with complex locomotion, prefer driving animation through the Anim Blueprint and calling Montage_Play on the UAnimInstance instead.
  • There is no blend-in; the switch is immediate.

Example

Play a looping idle on a prop mesh C++
PropMesh->PlayAnimation(IdleAnimation, true);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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