How to use GetRelevantAnimTimeRemaining from outside of State Machines?

Hi, for enabling Fast Path Trace optimization i need to use GetRelevantAnimTimeRemaining outside of the transition node rule. I want to calculate it on BlueprintThreadSafeUpdateAnimation.

The node has 2 inputs Context and Node. I don’t have idea about those struct and how can I generate them. My state name is "Run Start from Walk:. How could I make those input pins out of the transistion node?


For fastpath you just dont use it.

You set the animation not to loop and to auto transition within the state machine graph.

For using the actual function outside of the ABP you have to compile from source, or compile a custom class in your project with the source of it and the proper flags to call it from a regualr blueprint.
Not a beginner thing. Not an intermidiate user thing either. And even an advanced user is going to have trouble with it.

You need to re-write it to take the animation blueprint as an object. Find the playing animation, and return the time remaining on it.