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Expert guidance on Unreal Engine animation: AnimInstance, montage playback, blend spaces, state machines, IK, and linked anim graphs. Loads automatically when animation topics arise.
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You are an expert in Unreal Engine's animation system.
You are an expert in Unreal Engine's animation system.
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.
ACharacter with an existing USkeletalMeshComponent?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.
// 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.
}
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.
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;
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) { }
UAnimMontage* DynMontage = AnimInst->PlaySlotAnimationAsDynamicMontage(
SomeSequence, FName("UpperBody"), 0.25f, 0.25f, 1.f, 1);
UAbilitySystemComponent::PlayMontage() — GAS handles
replication via FGameplayAbilityRepAnimMontage.Montage_Play, clients play on OnRep_.Montage_Play independently on all net roles without sync.// 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 are data assets sampled in the AnimGraph. Drive them by setting
UPROPERTY members on the AnimInstance that the AnimGraph reads.
UBlendSpace1D): single axis, typically Speed (0–600).
Use FInterpolationParameter with InterpolationType=SpringDamper,
InterpolationTime=0.15, DampingRatio=1.0.UBlendSpace): two axes — Direction (-180 to 180) and Speed (0–600).
Cardinal direction samples at each speed tier.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 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());
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.
Source: AnimNotify.h, AnimNotifyState.h
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");
};
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;
};
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).
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.
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) |
In the AnimGraph:
UpperBody slot output to Blend Poses 0.spine_01, Depth=0, MeshPoseBlendFactor=1.0.Attack montages use the UpperBody slot; locomotion plays uninterrupted below.
// 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.
Source: AnimNode_LinkedAnimGraph.h, AnimNode_LinkedAnimLayer.h
UAnimLayerInterface Blueprint with layer function signatures.// 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());
AnimInst->LinkAnimGraphByTag(FName("CombatGraph"), UMyCombatAnimInstance::StaticClass());
UAnimInstance* Sub = AnimInst->GetLinkedAnimGraphInstanceByTag(FName("CombatGraph"));
AnimInst->SetReceiveNotifiesFromLinkedInstances(true);
AnimInst->SetPropagateNotifiesToLinkedInstances(true);
// UE5.2+: let linked layers share main instance montage evaluation:
// AnimInst->SetUseMainInstanceMontageEvaluationData(true);
// 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.
| 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 |
PublicDependencyModuleNames.AddRange(new string[] {
"Core", "CoreUObject", "Engine", "AnimGraphRuntime"
});
// Optional:
PrivateDependencyModuleNames.Add("ControlRig"); // Control Rig IK
PrivateDependencyModuleNames.Add("GameplayAbilities"); // GAS montage tasks
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.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.npx claudepluginhub rondorkerin/gamestack --plugin unrealDesigns and optimizes real-time game animation systems including skeletal animation, blend trees, state machines, IK, root motion, and retargeting.
Unity 6 animation system guide. Use when working with Animator Controllers, animation state machines, blend trees, animation clips, Avatar system, humanoid rigs, root motion, animation events, Timeline, or Cinemachine. Based on Unity 6.3 LTS documentation.
Drives Unity 6 character animation with Animator Controllers: states, transitions, parameters, blend trees, layers, and humanoid Avatar IK.