animation-system
Installation
SKILL.md
Animation system
A USkeletalMeshComponent is animated by a UAnimInstance — the runtime behind an
Animation Blueprint. The recommended architecture is a C++ UAnimInstance base that
computes animation variables each frame, with the AnimBP's AnimGraph consuming those
variables to produce the final pose.
When to use this skill
- Setting up a character's locomotion (idle, walk, run, jump) with state machines and blend spaces driven from C++.
- Playing one-off animations (attacks, reloads, hit reactions) via montages with section control and completion delegates.
- Firing gameplay events (footsteps, hit windows, VFX triggers) at precise animation frames using custom anim notifies.
- Switching animation sets at runtime with linked anim layers /
LinkAnimClassLayers. - Integrating the Pose Search (Motion Matching) or Motion Warping plugins.