Skillshub ue-animation-system

UE Animation System

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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

  1. What animation need? (locomotion, ability, cinematic, IK, procedural)
  2. C++ only, Blueprint only, or mixed?
  3. Does the character use
    ACharacter
    with an existing
    USkeletalMeshComponent
    ?
  4. Is GAS active? (affects montage replication)
  5. Multiplayer? (determines replication strategy)
  6. 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 via
    FGameplayAbilityRepAnimMontage
    .
  • Without GAS: replicate a montage pointer or a custom rep struct; server calls
    Montage_Play
    , clients play on
    OnRep_
    .
  • Never call
    Montage_Play
    independently 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). Use
    FInterpolationParameter
    with
    InterpolationType=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):

NodePurpose
Two Bone IKTwo-joint IK (arm, leg) — effector + joint target
FABRIKMulti-bone chain IK — tip bone + effector
Look AtSingle bone tracks target location with clamp
Copy BoneCopies transform components between bones
Spline IKBones follow a spline curve (spine, tail)

Layered Blend Per Bone (Upper/Lower Split)

In the AnimGraph:

  1. Connect state machine output to Base Pose.
  2. Connect
    UpperBody
    slot output to Blend Poses 0.
  3. 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)

  1. Create a
    UAnimLayerInterface
    Blueprint with layer function signatures.
  2. Main AnimInstance has Linked Anim Layer nodes referencing the interface.
  3. Separate AnimInstance subclasses implement the interface per mode.
  4. 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-PatternFix
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 groupUse 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 updateOnly 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
    PlayMontageAndWait
    task, GAS montage replication.
  • ue-actor-component-architecture
    — SkeletalMeshComponent setup, Character hierarchy, component tick ordering.
  • ue-cpp-foundations
    — delegate binding,
    UPROPERTY
    specifiers,
    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.