ue-animation-system
UE Animation System
You are an expert in Unreal Engine's animation system.
Context Check
Read .agents/ue-project-context.md first. Note which plugins are enabled
(Control Rig, Motion Matching, Full Body IK), whether GAS is in use, and the
skeleton/character hierarchy.
Information to Gather
- What animation need? (locomotion, ability, cinematic, IK, procedural)
- C++ only, Blueprint only, or mixed?
- Does the character use
ACharacterwith an existingUSkeletalMeshComponent? - Is GAS active? (affects montage replication)
- Multiplayer? (determines replication strategy)
- Does the project use modular linked anim layers?
Architecture
ACharacter / AActor
└── USkeletalMeshComponent
└── UAnimInstance subclass
├── NativeInitializeAnimation() [setup, game thread]
├── NativeUpdateAnimation(float dt) [game thread]
├── NativeThreadSafeUpdateAnimation(dt) [worker thread]
├── FAnimInstanceProxy [worker thread eval]
└── Montage API / Linked Layers
Animation updates run in two phases. Game thread: NativeUpdateAnimation —
safe to read gameplay state. Worker thread: blend tree evaluation. Write all
shared state as UPROPERTY() Transient members in NativeUpdateAnimation;
read those cached values in NativeThreadSafeUpdateAnimation.
AnimInstance
Subclass Pattern
// MyAnimInstance.h
UCLASS()
class MYGAME_API UMyAnimInstance : public UAnimInstance
{
GENERATED_BODY()
virtual void NativeInitializeAnimation() override;
virtual void NativeUpdateAnimation(float DeltaSeconds) override;
virtual void NativeThreadSafeUpdateAnimation(float DeltaSeconds) override;
protected:
UPROPERTY(Transient) TObjectPtr<ACharacter> OwningCharacter;
UPROPERTY(Transient) TObjectPtr<UCharacterMovementComponent> MovementComp;
UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
float Speed = 0.f;
UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
float Direction = 0.f;
UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
bool bIsInAir = false;
};
// MyAnimInstance.cpp
void UMyAnimInstance::NativeInitializeAnimation()
{
Super::NativeInitializeAnimation(); // ALWAYS call super
OwningCharacter = Cast<ACharacter>(TryGetPawnOwner());
if (OwningCharacter)
MovementComp = OwningCharacter->GetCharacterMovement();
}
void UMyAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
{
Super::NativeUpdateAnimation(DeltaSeconds);
if (!OwningCharacter || !MovementComp) return;
const FVector Velocity = MovementComp->Velocity;
Speed = Velocity.Size2D();
bIsInAir = MovementComp->IsFalling();
if (Speed > 3.f)
{
const FRotator ActorRot = OwningCharacter->GetActorRotation();
const FRotator VelocityRot = Velocity.ToOrientationRotator();
Direction = UKismetMathLibrary::NormalizedDeltaRotator(
VelocityRot, ActorRot).Yaw;
}
}
void UMyAnimInstance::NativeThreadSafeUpdateAnimation(float DeltaSeconds)
{
Super::NativeThreadSafeUpdateAnimation(DeltaSeconds);
// Only read UPROPERTY members written in NativeUpdateAnimation above.
// Do NOT call any UObject functions not marked BlueprintThreadSafe.
}
FAnimInstanceProxy — Thread-Safe Access
Heavy animation logic can run on worker threads via
NativeThreadSafeUpdateAnimation. Access shared data through the proxy:
void UMyAnimInstance::NativeThreadSafeUpdateAnimation(float DeltaSeconds)
{
FMyAnimInstanceProxy& Proxy = GetProxyOnAnyThread<FMyAnimInstanceProxy>();
Proxy.Speed = Proxy.Velocity.Size();
Proxy.bIsFalling = Proxy.MovementMode == EMovementMode::MOVE_Falling;
}
// FAnimInstanceProxy declaration — worker thread data container
USTRUCT()
struct FMyAnimInstanceProxy : public FAnimInstanceProxy
{
GENERATED_BODY()
FMyAnimInstanceProxy() = default;
explicit FMyAnimInstanceProxy(UAnimInstance* Instance) : FAnimInstanceProxy(Instance) {}
float Speed = 0.f;
FVector Velocity = FVector::ZeroVector;
TEnumAsByte<EMovementMode> MovementMode = MOVE_None;
virtual void PreUpdate(UAnimInstance* AnimInstance, float DeltaSeconds) override;
virtual void Update(float DeltaSeconds) override;
};
// In UMyAnimInstance: override CreateAnimInstanceProxy to return your proxy
virtual FAnimInstanceProxy* CreateAnimInstanceProxy() override
{ return new FMyAnimInstanceProxy(this); }
The engine copies data between game thread and worker thread at safe sync points.
Montages
Source: AnimMontage.h, AnimInstance.h
Key API (UAnimInstance):
float Montage_Play(UAnimMontage*, float PlayRate=1.f,
EMontagePlayReturnType=MontageLength, float StartAt=0.f, bool bStopAll=true);
void Montage_Stop(float BlendOut, const UAnimMontage* Montage=nullptr);
void Montage_Pause(const UAnimMontage* Montage=nullptr);
void Montage_Resume(const UAnimMontage* Montage);
void Montage_JumpToSection(FName Section, const UAnimMontage* Montage=nullptr);
void Montage_SetNextSection(FName From, FName To, const UAnimMontage* Montage=nullptr);
bool Montage_IsActive(const UAnimMontage*) const;
bool Montage_IsPlaying(const UAnimMontage*) const;
FName Montage_GetCurrentSection(const UAnimMontage* Montage=nullptr) const;
float Montage_GetPosition(const UAnimMontage*) const;
Playing + Delegate Pattern
void UMyComponent::PlayAttackMontage(UAnimMontage* Montage)
{
UAnimInstance* AnimInst = GetMesh()->GetAnimInstance();
if (!AnimInst || !Montage) return;
// Play FIRST — Montage_SetEndDelegate calls GetActiveInstanceForMontage()
// internally, which returns nullptr until Montage_Play creates the instance.
if (AnimInst->Montage_Play(Montage) <= 0.f) return;
FOnMontageEnded EndDelegate;
EndDelegate.BindUObject(this, &UMyComponent::OnAttackEnded);
AnimInst->Montage_SetEndDelegate(EndDelegate, Montage);
FOnMontageBlendingOutStarted BlendOutDelegate;
BlendOutDelegate.BindUObject(this, &UMyComponent::OnAttackBlendingOut);
AnimInst->Montage_SetBlendingOutDelegate(BlendOutDelegate, Montage);
}
void UMyComponent::OnAttackEnded(UAnimMontage* Montage, bool bInterrupted) { }
void UMyComponent::OnAttackBlendingOut(UAnimMontage* Montage, bool bInterrupted) { }
Dynamic Slot Montage
UAnimMontage* DynMontage = AnimInst->PlaySlotAnimationAsDynamicMontage(
SomeSequence, FName("UpperBody"), 0.25f, 0.25f, 1.f, 1);
Multiplayer Replication
- With GAS: use
UAbilitySystemComponent::PlayMontage()— GAS handles replication viaFGameplayAbilityRepAnimMontage. - Without GAS: replicate a montage pointer or a custom rep struct; server
calls
Montage_Play, clients play onOnRep_. - Never call
Montage_Playindependently on all net roles without sync.
GAS Integration — PlayMontageAndWait
// GAS ability task — PlayMontageAndWait (requires GameplayAbilities module)
UAbilityTask_PlayMontageAndWait* Task =
UAbilityTask_PlayMontageAndWait::CreatePlayMontageAndWaitProxy(
this, NAME_None, AttackMontage, 1.f);
Task->OnCompleted.AddDynamic(this, &UMyAbility::OnMontageCompleted);
Task->OnInterrupted.AddDynamic(this, &UMyAbility::OnMontageInterrupted);
Task->ReadyForActivation(); // must call to start the task
Blend Spaces
Blend spaces are data assets sampled in the AnimGraph. Drive them by setting
UPROPERTY members on the AnimInstance that the AnimGraph reads.
- 1D (
UBlendSpace1D): single axis, typically Speed (0–600). UseFInterpolationParameterwithInterpolationType=SpringDamper,InterpolationTime=0.15,DampingRatio=1.0. - 2D (
UBlendSpace): two axes — Direction (-180 to 180) and Speed (0–600). Cardinal direction samples at each speed tier. - Aim Offset (
UAimOffsetBlendSpace): additive blend space for Yaw/Pitch aiming, placed after the base locomotion pose in the AnimGraph.
See references/locomotion-setup.md for complete axis configuration and
sample placement.
State Machines
State machines live in the AnimGraph. Bind native C++ logic to transition rules and state entry/exit without Blueprint:
// In NativeInitializeAnimation()
AddNativeTransitionBinding(
FName("LocomotionSM"), FName("Idle"), FName("Walk/Run"),
FCanTakeTransition::CreateUObject(this, &UMyAnimInstance::CanStartMoving),
FName("IdleToMoving"));
AddNativeStateEntryBinding(
FName("LocomotionSM"), FName("Land"),
FOnGraphStateChanged::CreateUObject(this, &UMyAnimInstance::OnLandEntered));
Query state machine at runtime:
const FAnimNode_StateMachine* SM =
GetStateMachineInstanceFromName(FName("LocomotionSM"));
float RunWeight = GetInstanceStateWeight(
GetStateMachineIndex(FName("LocomotionSM")), SM->GetCurrentState());
Conduit Nodes
Conduits evaluate a single boolean rule and fan out to multiple destination
states — replacing duplicated transition logic. Add a Conduit in the AnimGraph
editor; its CanEnterTransition runs once and all outgoing transitions share
the result. Use conduits when three or more states need the same entry condition
(e.g., "is grounded?"). For simple A-to-B transitions, a direct rule is clearer.
Anim Notifies
Source: AnimNotify.h, AnimNotifyState.h
UAnimNotify — Point-in-Time
UCLASS(meta=(DisplayName="Footstep"))
class MYGAME_API UFootstepNotify : public UAnimNotify
{
GENERATED_BODY()
public:
// Always override the UE5 3-argument signature
virtual void Notify(USkeletalMeshComponent* MeshComp,
UAnimSequenceBase* Animation,
const FAnimNotifyEventReference& EventReference) override;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Footstep")
FName FootSocket = FName("foot_l");
};
UAnimNotifyState — Duration (Begin/Tick/End)
UCLASS(meta=(DisplayName="Weapon Collision Window"))
class MYGAME_API UWeaponCollisionState : public UAnimNotifyState
{
GENERATED_BODY()
public:
virtual void NotifyBegin(USkeletalMeshComponent*, UAnimSequenceBase*,
float TotalDuration, const FAnimNotifyEventReference&) override;
virtual void NotifyEnd(USkeletalMeshComponent*, UAnimSequenceBase*,
const FAnimNotifyEventReference&) override;
};
BranchingPoint (Synchronous)
Set bIsNativeBranchingPoint = true in the constructor. Override
BranchingPointNotify() instead of Notify(). Fires synchronously during
Montage_Advance — use for section jumps and precise timeline control. All
other notifies are queued (fire after tick completes, safe for VFX/SFX).
Named Notify Delegate
AnimInst->OnPlayMontageNotifyBegin.AddDynamic(
this, &UMyComponent::HandleNotifyBegin);
void UMyComponent::HandleNotifyBegin(FName NotifyName,
const FBranchingPointNotifyPayload& Payload)
{
if (NotifyName == FName("EnableHitbox")) ActivateHitDetection();
}
See references/anim-notify-reference.md for built-in notify catalog and more
custom patterns.
IK and Procedural
Foot IK with Line Traces (NativeUpdateAnimation — game thread)
FVector UMyAnimInstance::GetFootTarget(FName SocketName) const
{
const FVector Foot = GetOwningComponent()->GetSocketLocation(SocketName);
FHitResult Hit;
FCollisionQueryParams P(SCENE_QUERY_STAT(FootIK), true);
P.AddIgnoredActor(OwningCharacter);
if (GetWorld()->LineTraceSingleByChannel(
Hit, Foot + FVector(0,0,50), Foot - FVector(0,0,75),
ECC_Visibility, P))
return Hit.ImpactPoint;
return Foot;
}
Feed results into a Control Rig asset (UE5 recommended) or a Two Bone IK skeletal control node in the AnimGraph.
Skeletal control nodes (AnimGraph):
| Node | Purpose |
|---|---|
| Two Bone IK | Two-joint IK (arm, leg) — effector + joint target |
| FABRIK | Multi-bone chain IK — tip bone + effector |
| Look At | Single bone tracks target location with clamp |
| Copy Bone | Copies transform components between bones |
| Spline IK | Bones follow a spline curve (spine, tail) |
Layered Blend Per Bone (Upper/Lower Split)
In the AnimGraph:
- Connect state machine output to Base Pose.
- Connect
UpperBodyslot output to Blend Poses 0. - Layer Setup: Bone=
spine_01, Depth=0, MeshPoseBlendFactor=1.0.
Attack montages use the UpperBody slot; locomotion plays uninterrupted below.
Aim Offset
// In NativeUpdateAnimation:
const FRotator Delta = UKismetMathLibrary::NormalizedDeltaRotator(
OwningCharacter->GetBaseAimRotation(),
OwningCharacter->GetActorRotation());
AimYaw = FMath::Clamp(Delta.Yaw, -90.f, 90.f);
AimPitch = FMath::Clamp(Delta.Pitch, -90.f, 90.f);
Place an Aim Offset node after the base pose in the AnimGraph, feeding
AimYaw and AimPitch.
Linked Anim Graphs and Layers
Source: AnimNode_LinkedAnimGraph.h, AnimNode_LinkedAnimLayer.h
Linked Anim Layer (Recommended)
- Create a
UAnimLayerInterfaceBlueprint with layer function signatures. - Main AnimInstance has Linked Anim Layer nodes referencing the interface.
- Separate AnimInstance subclasses implement the interface per mode.
- Swap at runtime:
// Switch locomotion implementation
AnimInst->LinkAnimClassLayers(UClimbingLocomotionLayer::StaticClass());
// Reset all layers to defaults:
AnimInst->LinkAnimClassLayers(nullptr);
// Retrieve a linked instance:
UAnimInstance* Layer =
AnimInst->GetLinkedAnimLayerInstanceByClass(UClimbingLocomotionLayer::StaticClass());
Linked Anim Graph (by Tag)
AnimInst->LinkAnimGraphByTag(FName("CombatGraph"), UMyCombatAnimInstance::StaticClass());
UAnimInstance* Sub = AnimInst->GetLinkedAnimGraphInstanceByTag(FName("CombatGraph"));
Notify Propagation
AnimInst->SetReceiveNotifiesFromLinkedInstances(true);
AnimInst->SetPropagateNotifiesToLinkedInstances(true);
// UE5.2+: let linked layers share main instance montage evaluation:
// AnimInst->SetUseMainInstanceMontageEvaluationData(true);
Root Motion
// Options: NoRootMotionExtraction, IgnoreRootMotion,
// RootMotionFromMontagesOnly, RootMotionFromEverything
RootMotionMode = ERootMotionMode::RootMotionFromMontagesOnly;
// Per-montage disable
FAnimMontageInstance* Inst = AnimInst->GetActiveInstanceForMontage(Montage);
if (Inst) { Inst->PushDisableRootMotion(); /* ... */ Inst->PopDisableRootMotion(); }
For networked root motion, set the movement component's smoothing mode to
ENetworkSmoothingMode::Exponential and enable
bAllowPhysicsRotationDuringAnimRootMotion if rotation comes from animation.
The server runs root motion authoritatively; clients predict and correct via
FRootMotionMovementParams.
Common Mistakes
| Anti-Pattern | Fix |
|---|---|
Reading gameplay state in NativeThreadSafeUpdateAnimation |
Cache values as UPROPERTY Transient in NativeUpdateAnimation (game thread) |
Polling Montage_IsActive in a loop |
Bind FOnMontageEnded delegate before calling Montage_Play |
| Two montages sharing the same slot group | Use distinct slot names (UpperBody, LowerBody) or bStopAllMontages=false |
Skipping Super::NativeInitializeAnimation() |
Always call super — it initializes the proxy and skeleton |
| Calling non-thread-safe UObject methods in thread-safe update | Only read primitive UPROPERTY copies; never call GetOwningActor() from worker thread |
Build.cs
PublicDependencyModuleNames.AddRange(new string[] {
"Core", "CoreUObject", "Engine", "AnimGraphRuntime"
});
// Optional:
PrivateDependencyModuleNames.Add("ControlRig"); // Control Rig IK
PrivateDependencyModuleNames.Add("GameplayAbilities"); // GAS montage tasks
Related Skills
ue-gameplay-abilities—PlayMontageAndWaittask, GAS montage replication.ue-actor-component-architecture— SkeletalMeshComponent setup, Character hierarchy, component tick ordering.ue-cpp-foundations— delegate binding,UPROPERTYspecifiers,TWeakObjectPtr.
Reference Files
references/anim-notify-reference.md— built-in notify catalog and custom notify implementation patterns.references/locomotion-setup.md— complete locomotion blend space and state machine configuration guide.
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