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The Anim Preview Editor is where you can make changes to your variables (including Class Defaults), which will update the Skeletal Mesh in the viewport. |
Toolbar |
Graph |
Anim Preview Editor |
Compile |
Compiles this Animation Blueprint. This icon will change depending on the compilation state of the Blueprint. In most cases, making changes to any Graph will require you to recompile. Clicking the Options menu will reveal additional behaviors when compiling. Save On Compile can be used to automatically save the Animation Blueprint upon compiling. Jump to Error Node can also be enabled to automatically frame the graph node preventing a successful compile. |
Diff |
If you are using a Source Control Package in Unreal Engine, then this dropdown menu can be used to compare your current Animation Blueprint against previous revisions. |
Find |
Opens a search panel where you can search for references to functions, events, variables, nodes, and pins within all graphs. You can also press Ctrl + F. Additionally, pressing Ctrl + Shift + F will open a search window where you can search through all Blueprints in your project, Animation or otherwise. |
Hide Unrelated |
Enabling this will fade out any nodes not currently selected or directly linked to your selected node in the Graph. You can also enable Lock Node State from the options menu, which will maintain the current hidden state of all nodes, regardless of your selection afterwards. |
Class Settings |
Clicking this exposes several Blueprint class settings in the Details panel. Most of these properties are general Blueprint class settings. However the following settings are specific to Animation Blueprints. Target Skeleton: Specifies the Skeleton Asset to use for this Animation Blueprint. Use Multi Threaded Animation Update: Enables the Animation Blueprint to update its native update, blend tree, montages, and asset players on a worker thread. The compiler will attempt to pick up any issues that may occur with the threaded update. Warn About Blueprint Usage: Enabling this causes warnings to occur whenever a call into the Blueprint is made from the AnimGraph. This can help locate optimizations that need to be made. |
Class Defaults |
Clicking this exposes your Blueprint's variables in the Details panel, including default variables from the Blueprint class. Root Motion Mode: Controls how root motion is applied within this Animation Blueprint. You can select the following options: No Root Motion Extraction, which causes no root motion to be extracted or applied. Ignore Root Motion, which extracts root motion, but does not apply it. Root Motion from Everything, which enables root motion from all animation sources. Typically you should not enable this in multiplayer or network setups. Root Motion from Montages Only, which causes root motion to only apply from Animation Montages. This is a more suitable option for multiplayer or network setups. Receive Notifies from Linked Instances: Whether to process notifies from any linked anim instances. Propagate Notifies to Linked Instances: Whether to propagate notifies to any linked anim instances. Use Main Instance Montage Evaluation Data: Enabling this causes linked instances to use the main instances' montage data, synchronizing all instances when the main instance plays a montage. |
Play / Simulate |
These buttons can be used as a way to start playing or simulating the Animation Blueprint, using the In-Editor Testing framework. |
Debug Object |
This drop-down menu links the Animation Blueprint viewport to an active animation instance in a simulating or playing session. This previews the current animation from that session in the Control Rig viewport. Additionally, your graph nodes will also respond to any inputs and changes that occur in session, so that you can debug your graph and character state. |
Animation Editors / Blueprint |
When creating an Animation Blueprint for a Skeleton, this button will appear as a selectable editor type within the Animation Editor Modes region. Clicking here opens the Animation Blueprint. You can also click the Options dropdown menu next to this button to select a specific Blueprint if more than one Animation Blueprint uses this Skeleton. |
Remarks |
ClickingEdit Previewchanges the behavior of this panel so that you are only making temporary edits to your variables. This can be useful if you only want to preview different variable states, without making destructive edits. When you make changes, a prompt will appear where you can choose to apply these changes to the default. |
Animation Blueprints |
Animation Blueprints are specialized Blueprints that control the animation of a Skeletal Mesh during simulation or gameplay. Graphs are edited inside of the Animation Blueprint Editor, where you can blend animation, control the bones of a Skeleton, or create logic that will define the final animation pose for a Skeletal Mesh to use per frame. |
This document provides an overview of how to create an Animation Blueprint, its editor, and its primary features. |
You can create Animation Blueprints in the following ways: |
In the Content Browser, click Add (+), then select Animation > Animation Blueprint. You will then be prompted to specify which Skeleton to target for the Animation Blueprint. Select one and click Create. |
For this creation method, you can optionally specify a Template Animation Blueprint, and Parent Class, if you are wanting to create a child Blueprint. For more information about templates, visit the Animation Blueprint Linking page. |
Animation Blueprints can also be created by right-clicking on a Skeletal Mesh Asset in the Content Browser and selecting Create > Anim Blueprint. |
Once created, double-click your new Animation Blueprint to open it in the Animation Blueprint Editor. To learn more about the interface, toolbar, and sections of this editor, refer to the Animation Blueprint Editor page. |
Animation Blueprint Editor |
An overview of the Animation Blueprint Editor and its user interface. |
Animation Blueprints on their own will not affect your characters until you assign them. Typically this is done on the Skeletal Mesh of your character, regardless if it is referenced in a level or as a component in Blueprints. |
To assign your Animation Blueprint, select your Skeletal Mesh and set the following properties: |
There are several features and workflows available to you when using Animation Blueprints. From creating animation logic using the AnimGraph, to using Linked Anim Instances, Animation Blueprints provide a powerful suite of tools for you. |
Reference the following pages to learn how to create robust Animation Blueprint logic for your characters. |
Animation Blueprint Editor |
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