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Animation Blueprint patterns (State Machines, Notifies) โ€‹

๐Ÿ“š Animation System Documentation โ€‹

Animation Blueprint Core: โ€‹

Advanced Animation: โ€‹

Animation System Tutorials: โ€‹


๐ŸŽญ 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

  1. Locomotion
  • State Machine with Idle/Walk/Run/Jump; use blendspaces
  • Transition rules read movement speed and grounded state
  1. Gameplay notifies
  • AnimNotifies fire Gameplay Tags or dispatchers for hit frames/footsteps
  1. Montages
  • Use for attacks/abilities; expose sections via DataAssets
  1. Sync with gameplay
  • MVVM updates HUD (stamina) from AnimBP events

Data

  • DA_AnimSet references 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€‹

  • โ€œSet up a locomotion state machine with idle/walk/run and a jump state in AnimBP.โ€
  • โ€œEmit gameplay tags from AnimNotifies and listen in Blueprint to trigger effects.โ€
  • โ€œDrive montage selection from a DataAsset.โ€

Prompts for this example

  • โ€œProvide transition rules for Idleโ†’Walkโ†’Run and Runโ†’Idle based on speed thresholds.โ€