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Get current playing animation

How can I get the current playing animation that is being played in an animation blueprint? I have an animation blueprint with about 20 different states in a single state machine, some with random animations. I would like to know exactly what animation is being played, its current time, its length, and whether or not if its looping.

Ideally, A "Get Current Playing Animation" node that returns: Name, Elapsed Time, Length, and Looping.

If this is not possible via blueprints, is it possible via C++?

Thanks!

Product Version: UE 4.8
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asked Jul 04 '15 at 02:18 AM in Blueprint Scripting

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jdavis1
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avatar image Rotlaust Jul 04 '15 at 03:17 AM

Ok wait, are you asking how you can view if your animations are playing? If so open up the animations window (the animation state machine window) drag it off of the main UE4 window so that you can resize it in its own window then press play inside UE4, this will allow you to see the animation state machine going through its progress while the game is playing and you can tell which ones are triggering and which ones its getting hung up on, this also works in all your blueprints, great diagnosing tools. If this isnt your issue then I apologize for not understanding the question.

avatar image Pancake Boy Jan 03 '18 at 12:36 AM

I think he might be asking how to get current animation at run time, I have a similar problem as I expect an animation to be played when a button is pressed, and when it is played/before it is played I want to know if it has root motion or not, because if not I would use some different logic.

This is strange sure, because why the hell would I not know if I have root motion enabled or not? For me its because I am making a system to put on the marketplace and knowing if it is root motion animation or not simplifies what the user has to do under the hood.

avatar image Two-faced May 10 '18 at 10:59 AM

I wonder when this will be added to the engine.

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It's not what exactly you want but you can use Custom Blueprint Event for Animation State instead. https://answers.unrealengine.com/questions/54315/how-do-i-call-a-blueprint-custom-event-when-i-ente.html

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answered Jan 14 '19 at 01:49 PM

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Pamun_
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