text
stringlengths
0
17.2k
Dynamically re-parent your Controls when animating with Control Rig.
Python Scripting for Animating with Control Rig
Animating in Sequencer
Animation Features
Multiple Control Rigs
Remarks
Drive and extend your Control Rig animation workflow using Python scripting.
Animation Blueprint Override
When setting up characters and animation for those characters, there may be instances where you want to have one character perform an animation for an action and have another character perform a different animation for the same action. By using the Asset Override Editor inside of a child Animation Blueprint, you can override any previously set animation asset used in a Sequence Player Node allowing you to quickly create variations of Animation Blueprints that each of your characters can use.
Be aware that the only functionality that should be changed via a Child Anim Blueprint is the animation sequences. Changing other properties such as the Skeleton or introducing Animation Layers is not supported.
Right-click on the Animation Blueprint you would like to override animations for and select Create Child Blueprint Class.
Open the child Animation Blueprint, then click Window from the File Menu and select Asset Override Editor.
The Asset Override Editor will open showing the available animations which can be overridden.
You can expand/collapse the display of assets by clicking the arrow next to each asset.
In the Asset column, click the drop-down window and specify the new asset to use (which will override the existing when called).
Clicking the eyeball icon will allow you to see a preview of the node context in the parent graph as read only in the main graph panel.
You can view your changes after you click Compile.
Below is an example where a character's default movement (assigned as Jog) in the parent Animation Blueprint is overridden so that the character performs a Walk instead.
Overview
Steps
End Result
Remarks
A prime usage case for this is if you have a character that performs a certain attack when a button is pressed but you want a different character to have the same general movement but perform a different motion when the attack button is pressed.
Animation Debugging and Optimization
Unreal Engine features a suite of debugging and optimizations tools and techniques you can use to streamline your project's animation system, to increase performance and reduce file sizes. In the following document you can read about tools and features you can use to polish and refine your animation system in Unreal Engine.
Unreal Engine features a few debugging tools you can use to analyze your animation system in a controlled environment to make adjustments and find solutions to problems.
With the Rewind Debugger you can record segments of your project's Play In Editor (PIE) gameplay, then using the visual timeline-based interface, scrub through the recording in real time to observe transition behaviors, variable values, pose blends and more. Recorded gameplay provides a more stable working than traditional simulation, and can preserve incorrect animation behavior for easier collaboration and debugging.
For more information on debugging animation systems with the Rewind Debugger, see the following documentation:
Rewind Debugger
With the Rewind Debugger you can record real-time segments of projects and preserve the data for debugging workflows.
You can use the Animation Insights Plugin to profile your project's animation system, to see a visual graph of all operations over time. You can use this graph to determine what animation processes are being evaluated, how much performance budget they use, and when, to make informed optimization choices to achieve your project's desired performance quality.
For more information about profiling animation systems with Animation Insights, see the following documentation:
Animation Insights
Use the Animation Insights to observe and profile your project's gameplay and animation performance during runtime.
You can use Pose Watching to toggle dynamic visual debug renders in the viewport during project simulation of individual animation data sources, when working with complex Animation Blueprints and layered animation systems. When rendering individual animation sources you can visually isolate each node's or layer's influence on the final output pose, to determine the source of bugs or irregular animation behavior in your animation system.
For more information about debugging animation systems with Pose Watching, refer to the following documentation:
Animation Shortcuts and Tips
Workflow shortcuts and tips for animators and animation programmers in Unreal Engine.
You can use Animation Optimization techniques and features to improve your animation system's performance and quality, as well as reduce file sizes.
For more information about Animation Optimization in Unreal Engine, see the following documentation:
Animation Optimization
Use a variety of methods and techniques to optimize Animation Blueprint's performance and stability.