Animation¶
UE 5.7's animation stack has shifted significantly from the 4.x days. The modern recipe:
- Skeletal Mesh with IK Rig for retargeting
- Motion Matching or Anim Blueprint for locomotion
- Control Rig for procedural deformation
- Chooser for data-driven asset selection
- MetaHuman Animator for facial mocap
Pages¶
Core assets¶
| Asset | Purpose |
|---|---|
USkeletalMesh |
Skinned geometry |
USkeleton |
Bone hierarchy + retargeting metadata |
UAnimSequence |
Single clip |
UAnimMontage |
Sectioned multi-track playback |
UBlendSpace / UBlendSpace1D |
Continuous blend across parameters |
UAimOffset (BlendSpace subtype) |
Aim-targeted blend |
UControlRig |
Procedural rig asset |
UIKRig |
Retargeting + runtime IK |
UPoseSearchDatabase |
Motion Matching database |
UChooser |
Data-driven asset chooser |
UAnimBlueprint |
Authored UAnimInstance |
Performance¶
- Enable Update Rate Optimization to skip distant characters' animation.
- Use Animation Sharing for crowds — one evaluation, many actors.
- Compress sequences with
ACL(Animation Compression Library) for huge libraries.