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Animation Blueprint

A subclass of UAnimInstance that drives a skeletal mesh's pose each frame via an AnimGraph.

Tabs

Tab Purpose
AnimGraph The pose pipeline — state machines, blends, IK, output pose
Event Graph Cosmetic logic, variable updates, blueprint events
Pose Snapshot Save/restore poses
Anim Notify Handler stubs for AnimNotify_* events

AnimGraph anatomy

Sequence / Cache → State Machine → Layered Blend Per Bone → IK → Output Pose
Node type Examples
Pose sources Play Sequence, Apply Mesh Space Additive, Sequence Player
State machines Locomotion, Combat, Hit Reactions
Blends Blend by Bool/Int/Enum, Blend Per Bone, Layered Blend
Modify Two Bone IK, Full Body IK, Control Rig
Output The mandatory Output Pose

State machines

Each state holds an AnimGraph subgraph (typically a Sequence Player). Transitions between states have:

  • Bool / int / float conditions
  • Duration (cross-blend time)
  • Notifies (state enter/exit events)

Motion Matching

UE 5.4+ — replaces traditional state machines for locomotion with a pose-search approach. See Animation → Motion Matching.

Chooser

UE 5.4+ — data-driven asset selection. See Animation → Chooser.

Performance

Lever Effect
Update Rate Optimization (URO) Skip evaluation when far from camera
LOD Threshold on AnimGraph nodes Disable expensive nodes at distance
Animation Budget Allocator Crowd-scale budgeting
Animation Sharing Share evaluated pose across N actors

See also