Animation Blueprint patterns (State Machines, Notifies) โ
๐ Animation System Documentation โ
Animation Blueprint Core: โ
- ๐ Animation Blueprints - Complete AnimBP system overview
- ๐ Animation State Machines - State machine setup and transitions
- ๐ Animation Blending - Blend spaces and animation mixing
Advanced Animation: โ
- ๐ Animation Notifies - Event-driven animation system
- ๐ Animation Montages - Complex animation sequences
- ๐ IK and Procedural Animation - Advanced character rigging
Animation System Tutorials: โ
- ๐ฅ Advanced State Machine Patterns - Complex animation logic
- ๐ฅ Animation Optimization - Performance-efficient animation
- ๐ฅ Combat Animation Integration - Animation with gameplay systems
๐ญ Animation Architecture โ
What/Why: Drive animation from data and events, keep logic out of montages, and connect gameplay cleanly.
Prereqs
- Skeletal mesh set up; AnimBP; input from movement component
Steps
- Locomotion
- State Machine with Idle/Walk/Run/Jump; use blendspaces
- Transition rules read movement speed and grounded state
- Gameplay notifies
- AnimNotifies fire Gameplay Tags or dispatchers for hit frames/footsteps
- Montages
- Use for attacks/abilities; expose sections via DataAssets
- Sync with gameplay
- MVVM updates HUD (stamina) from AnimBP events
Data
DA_AnimSetreferences blendspaces/montages per archetype
Networking
- Montage play on server; replicate to clients; handle prediction if needed
Performance
- Keep graphs lean; reuse blendspaces; avoid heavy per-frame math
Testing
- Verify transitions and notify-driven events under latency
Suggested prompts โ
- โSet up a locomotion state machine with idle/walk/run and a jump state in AnimBP.โ
- โEmit gameplay tags from AnimNotifies and listen in Blueprint to trigger effects.โ
- โDrive montage selection from a DataAsset.โ
Prompts for this example
- โProvide transition rules for IdleโWalkโRun and RunโIdle based on speed thresholds.โ