MCPInstall

ue-animation-system

Use when writing or debugging Unreal Engine animation C++: AnimInstance subclasses, thread-safe update, FAnimInstanceProxy, montage playback and delegates, anim notifies, animation curves, blend spaces, anim state machines, linked anim layers, root motion. Also use when the user mentions 'UAnimInstance', 'NativeUpdateAnimation', 'NativeThreadSafeUpdateAnimation', 'MontagePlay', 'OnMontageEnded', 'UAnimNotify', 'UAnimNotifyState', 'branching point', 'GetCurveValue', 'blend space', 'AnimGraph', 'LinkAnimClassLayers', 'motion matching', 'motion warping', 'root motion'. For movement and RootMotionSource, see ue-character-movement; for montage-driven abilities, see ue-gameplay-abilities.

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-animation-system
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads ue-animation-system automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

UE Animation System

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Covers the runtime animation path in the Engine module — UAnimInstance, FAnimInstanceProxy, UAnimMontage, UAnimNotify/UAnimNotifyState, curves, blend spaces, anim state machines, linked anim layers and root motion — plus the animation plugins shipped in 5.8 (PoseSearch, MotionWarping, Chooser, IKRig, ControlRig, BlendStack, OptimusCore, UAF). Build.cs: Engine for everything under Runtime/Engine/Classes/Animation, AnimGraphRuntime for the helper anim nodes such as FAnimNode_LayeredBoneBlend; plugin module names are listed per row below.

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

Request is about…Go to
AnimInstance subclass, thread-safe update, proxyAnimInstance and Proxy
Playing/stopping montages, section jumps, end callbacksMontages
Notifies, notify states, branching points, notify timingAnim Notifies
Curve values, morph targets, curve metadataAnimation Curves
Blend spaces, state machines, aim offsets, layered blendsBlend Spaces and State Machines
Linked anim layers, per-mode locomotion swappingLinked Anim Graphs and Layers
Root motion extraction and modesRoot Motion
Motion matching, warping, IK Rig, Control Rig, deformers5.8 Animation Plugins

AnimInstance and Proxy

UAnimInstance (Animation/AnimInstance.h) runs in two phases. Game thread: NativeUpdateAnimation — safe to read gameplay state. Worker thread: NativeThreadSafeUpdateAnimation and blend-tree evaluation. Cache gameplay reads on the game thread; read only those cached values on the worker thread.

Verbatim virtuals (AnimInstance.h:1436-1457 public, :1716-1719 protected):

virtual void NativeInitializeAnimation();
virtual void NativeUpdateAnimation(float DeltaSeconds);
virtual void NativeThreadSafeUpdateAnimation(float DeltaSeconds);
virtual void NativePostEvaluateAnimation();
virtual void NativeUninitializeAnimation();
virtual void NativeBeginPlay();
virtual FAnimInstanceProxy* CreateAnimInstanceProxy();               // protected
virtual void DestroyAnimInstanceProxy(FAnimInstanceProxy* InProxy);  // protected

FAnimInstanceProxy (Public/Animation/AnimInstanceProxy.h) is the worker-thread data container. Its override points are protected (:603-669):

virtual void Initialize(UAnimInstance* InAnimInstance);
virtual void PreUpdate(UAnimInstance* InAnimInstance, float DeltaSeconds);
virtual void Update(float DeltaSeconds) {}
virtual bool Evaluate(FPoseContext& Output) { return false; }
virtual void PostUpdate(UAnimInstance* InAnimInstance) const;
virtual void Uninitialize(UAnimInstance* InAnimInstance);

Reach the proxy with the protected templates GetProxyOnGameThread<T>() (:1746) and GetProxyOnAnyThread<T>() (:1769).

// MyAnimInstance.h
#pragma once

#include "CoreMinimal.h"
#include "Animation/AnimInstance.h"
#include "Animation/AnimInstanceProxy.h"
#include "MyAnimInstance.generated.h"

class ACharacter;
class UCharacterMovementComponent;

USTRUCT()
struct FMyAnimInstanceProxy : public FAnimInstanceProxy
{
    GENERATED_BODY()

    FMyAnimInstanceProxy() = default;
    explicit FMyAnimInstanceProxy(UAnimInstance* InAnimInstance)
        : FAnimInstanceProxy(InAnimInstance) {}

    // Written on the game thread in PreUpdate, read on the worker thread in Update.
    FVector Velocity = FVector::ZeroVector;
    float Speed = 0.f;
    bool bIsFalling = false;

protected:
    virtual void PreUpdate(UAnimInstance* InAnimInstance, float DeltaSeconds) override;
    virtual void Update(float DeltaSeconds) override;
};

UCLASS()
class MYGAME_API UMyAnimInstance : public UAnimInstance
{
    GENERATED_BODY()

public:
    virtual void NativeInitializeAnimation() override;
    virtual void NativeUpdateAnimation(float DeltaSeconds) override;
    virtual void NativeThreadSafeUpdateAnimation(float DeltaSeconds) override;
    virtual void NativeUninitializeAnimation() override;

protected:
    virtual FAnimInstanceProxy* CreateAnimInstanceProxy() override;
    virtual void DestroyAnimInstanceProxy(FAnimInstanceProxy* InProxy) override;

    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
#include "MyAnimInstance.h"
#include "GameFramework/Character.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "Kismet/KismetMathLibrary.h"

void FMyAnimInstanceProxy::PreUpdate(UAnimInstance* InAnimInstance, float DeltaSeconds)
{
    FAnimInstanceProxy::PreUpdate(InAnimInstance, DeltaSeconds);

    // Game thread: safe to touch the owning actor here.
    if (const ACharacter* Character = Cast<ACharacter>(InAnimInstance->TryGetPawnOwner()))
    {
        const UCharacterMovementComponent* Movement = Character->GetCharacterMovement();
        Velocity = Movement->Velocity;
        bIsFalling = Movement->IsFalling();
    }
}

void FMyAnimInstanceProxy::Update(float DeltaSeconds)
{
    FAnimInstanceProxy::Update(DeltaSeconds);
    Speed = Velocity.Size2D(); // Worker thread: proxy members only.
}

FAnimInstanceProxy* UMyAnimInstance::CreateAnimInstanceProxy()
{
    return new FMyAnimInstanceProxy(this);
}

void UMyAnimInstance::DestroyAnimInstanceProxy(FAnimInstanceProxy* InProxy)
{
    delete InProxy;
}

void UMyAnimInstance::NativeInitializeAnimation()
{
    Super::NativeInitializeAnimation();

    OwningCharacter = Cast<ACharacter>(TryGetPawnOwner());
    if (OwningCharacter)
    {
        MovementComp = OwningCharacter->GetCharacterMovement();
    }
}

void UMyAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
{
    Super::NativeUpdateAnimation(DeltaSeconds);

    if (!OwningCharacter || !MovementComp)
    {
        return;
    }

    const FVector CurrentVelocity = MovementComp->Velocity;
    Speed = CurrentVelocity.Size2D();
    bIsInAir = MovementComp->IsFalling();

    if (Speed > 3.f)
    {
        Direction = UKismetMathLibrary::NormalizedDeltaRotator(
            CurrentVelocity.ToOrientationRotator(),
            OwningCharacter->GetActorRotation()).Yaw;
    }
}

void UMyAnimInstance::NativeThreadSafeUpdateAnimation(float DeltaSeconds)
{
    Super::NativeThreadSafeUpdateAnimation(DeltaSeconds);

    // Worker thread: read the proxy, never the owning actor. This runs before the
    // proxy's Update(), so read what PreUpdate wrote, not what Update derives.
    const FMyAnimInstanceProxy& Proxy = GetProxyOnAnyThread<FMyAnimInstanceProxy>();
    Speed = Proxy.Velocity.Size2D();
    bIsInAir = Proxy.bIsFalling;
}

void UMyAnimInstance::NativeUninitializeAnimation()
{
    Super::NativeUninitializeAnimation();
    OwningCharacter = nullptr;
    MovementComp = nullptr;
}

Query pending-update state with NeedsUpdate() (AnimInstance.h:512); the bNeedsUpdate member is deprecated.

Montages

Source: Animation/AnimInstance.h, Animation/AnimMontage.h. Verbatim signatures (AnimInstance.h:626-796):

float Montage_Play(UAnimMontage* MontageToPlay, float InPlayRate = 1.f,
    EMontagePlayReturnType ReturnValueType = EMontagePlayReturnType::MontageLength,
    float InTimeToStartMontageAt = 0.f, bool bStopAllMontages = true);
// Same trailing params; override the asset's blend-in (FMontageBlendSettings adds BlendProfile and
// BlendMode, e.g. EMontageBlendMode::Inertialization)
float Montage_PlayWithBlendIn(UAnimMontage* MontageToPlay, const FAlphaBlendArgs& BlendIn, ...);
float Montage_PlayWithBlendSettings(UAnimMontage* MontageToPlay, const FMontageBlendSettings& BlendInSettings, ...);
void  Montage_Stop(float InBlendOutTime, const UAnimMontage* Montage = NULL);
void  Montage_Pause(const UAnimMontage* Montage = NULL);
void  Montage_Resume(const UAnimMontage* Montage);
void  Montage_JumpToSection(FName SectionName, const UAnimMontage* Montage = NULL);
void  Montage_SetNextSection(FName SectionNameToChange, FName NextSection,
          const UAnimMontage* Montage = NULL);
void  Montage_SetPlayRate(const UAnimMontage* Montage, float NewPlayRate = 1.f);
bool  Montage_IsPlaying(const UAnimMontage* Montage) const;
bool  Montage_IsActive(const UAnimMontage* Montage) const;
bool  Montage_GetIsStopped(const UAnimMontage* Montage) const;
float Montage_GetPosition(const UAnimMontage* Montage) const;
void  Montage_SetPosition(const UAnimMontage* Montage, float NewPosition);
float Montage_GetBlendTime(const UAnimMontage* Montage) const;
float Montage_GetPlayRate(const UAnimMontage* Montage) const;
FName Montage_GetCurrentSection(const UAnimMontage* Montage = NULL) const;
void  Montage_SetEndDelegate(FOnMontageEnded& InOnMontageEnded, UAnimMontage* Montage = NULL);
void  Montage_SetBlendingOutDelegate(FOnMontageBlendingOutStarted& InOnMontageBlendingOut,
          UAnimMontage* Montage = NULL);

EMontagePlayReturnType (AnimInstance.h:70) is MontageLength or Duration. Once blend-out starts, Montage_IsPlaying and Montage_IsActive return false and Montage_GetIsStopped returns true, even though the pose is still blending (Stop() removes the instance from ActiveMontagesMap, AnimInstance.cpp:3709). Use OnMontageBlendingOut / Montage_SetBlendingOutDelegate for blend-out start and OnMontageEnded for the end. Delegate types (AnimInstance.h:79-80) are single-cast:

DECLARE_DELEGATE_TwoParams(FOnMontageEnded, UAnimMontage*, bool /*bInterrupted*/)
DECLARE_DELEGATE_TwoParams(FOnMontageBlendingOutStarted, UAnimMontage*, bool /*bInterrupted*/)

For broadcast, use the dynamic multicast members OnMontageStarted, OnMontageEnded and OnMontageBlendingOut (:758-770).

void UMyWeaponComponent::PlayAttackMontage(USkeletalMeshComponent* Mesh, UAnimMontage* Montage)
{
    UAnimInstance* AnimInst = Mesh ? Mesh->GetAnimInstance() : nullptr;
    if (!AnimInst || !Montage)
    {
        return;
    }

    // Play FIRST: the delegate setters resolve the active montage instance,
    // which does not exist until Montage_Play has created it.
    if (AnimInst->Montage_Play(Montage) <= 0.f)
    {
        return;
    }

    FOnMontageEnded EndDelegate;
    EndDelegate.BindUObject(this, &UMyWeaponComponent::OnAttackEnded);
    AnimInst->Montage_SetEndDelegate(EndDelegate, Montage);

    FOnMontageBlendingOutStarted BlendOutDelegate;
    BlendOutDelegate.BindUObject(this, &UMyWeaponComponent::OnAttackBlendingOut);
    AnimInst->Montage_SetBlendingOutDelegate(BlendOutDelegate, Montage);
}

void UMyWeaponComponent::OnAttackEnded(UAnimMontage* Montage, bool bInterrupted) {}
void UMyWeaponComponent::OnAttackBlendingOut(UAnimMontage* Montage, bool bInterrupted) {}

USkeletalMeshComponent (Components/SkeletalMeshComponent.h):

UAnimInstance* GetAnimInstance() const;                                  // :1111
void PlayAnimation(class UAnimationAsset* NewAnimToPlay, bool bLooping); // :1258
virtual void SetAnimInstanceClass(class UClass* NewClass);               // :1096
void LinkAnimClassLayers(TSubclassOf<UAnimInstance> InClass);            // :1194
void UnlinkAnimClassLayers(TSubclassOf<UAnimInstance> InClass);          // :1205
UAnimInstance* GetLinkedAnimGraphInstanceByTag(FName InTag) const;       // :1160
void SetAnimationMode(EAnimationMode::Type InAnimationMode,
    bool bForceInitAnimScriptInstance = true);                           // :1246

PlayAnimation puts the component in single-node mode; SetAnimInstanceClass puts it in Animation Blueprint mode. Mixing both on one component silently drops one of them.

Multiplayer: with GAS, drive montages through UAbilityTask_PlayMontageAndWait::CreatePlayMontageAndWaitProxy (GameplayAbilities/Public/Abilities/Tasks/AbilityTask_PlayMontageAndWait.h:66) — see ue-gameplay-abilities. Without GAS, replicate the montage choice yourself and call Montage_Play from the replication callback; never call it independently per net role.

Anim Notifies

Source: Animation/AnimNotifies/AnimNotify.h, AnimNotifyState.h. Override these exact signatures:

// UAnimNotify (AnimNotify.h:85-86, :59)
virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation,
    const FAnimNotifyEventReference& EventReference);
virtual void BranchingPointNotify(FBranchingPointNotifyPayload& BranchingPointPayload);
FString GetNotifyName() const;  // BlueprintNativeEvent: override GetNotifyName_Implementation

// UAnimNotifyState (AnimNotifyState.h:74-80)
virtual void NotifyBegin(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation,
    float TotalDuration, const FAnimNotifyEventReference& EventReference);
virtual void NotifyTick(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation,
    float FrameDeltaTime, const FAnimNotifyEventReference& EventReference);
virtual void NotifyEnd(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation,
    const FAnimNotifyEventReference& EventReference);

Received_Notify (AnimNotify.h:62) and Received_NotifyBegin/Received_NotifyTick/Received_NotifyEnd (AnimNotifyState.h:45-51) are BlueprintImplementableEvent entry points — implement them in Blueprint, never override them in C++.

Montage notify timing is per event: FAnimNotifyEvent::MontageTickType (Public/Animation/AnimTypes.h:318) is EMontageNotifyTickType::Queued (fired at the end of the evaluation phase — the header states it is not suitable for changing sections or montage position) or BranchingPoint (fired as encountered, suitable for section changes). A native notify forces the branching-point path by setting bIsNativeBranchingPoint = true in its constructor (AnimNotify.h:123, AnimNotifyState.h:108).

Bind named montage notifies from outside the AnimInstance with OnPlayMontageNotifyBegin / OnPlayMontageNotifyEnd (AnimInstance.h:1820-1823, type FPlayMontageAnimNotifyDelegate).

See references/anim-notify-reference.md for the built-in notify catalog, complete custom notify and notify-state examples, FAnimNotifyEvent fields and linked-instance propagation.

Animation Curves

Curves are addressed by FName in 5.8 — no smart names, no curve UIDs, no mapping lookups.

// UAnimInstance (AnimInstance.h:1241-1273)
float GetCurveValue(FName CurveName) const;
bool  GetCurveValue(FName CurveName, float& OutValue) const;
bool  GetCurveValueWithDefault(FName CurveName, float DefaultValue, float& OutValue) const;
void  SetMorphTarget(FName MorphTargetName, float Value);

// USkeletalMeshComponent (SkeletalMeshComponent.h:664-667)
bool GetCurveValue(FName CurveName, float DefaultValue, float& Value) const;
const FBlendedHeapCurve& GetAnimCurves() const;

Per-curve flags (does the curve drive a material or a morph target) live in CurveMetaData on the skeleton (Animation/Skeleton.h:387-467): GetCurveMetaData(FName), AddCurveMetaData(FName CurveName, bool bTransact = true), GetCurveMetaDataNames(TArray<FName>& OutNames), SetCurveMetaDataMorphTarget(FName CurveName, bool bOverrideMorphTarget).

Blend Spaces and State Machines

Blend spaces are assets sampled by AnimGraph nodes; drive them from UPROPERTY members the AnimGraph reads.

Asset classHeaderUse
UBlendSpaceAnimation/BlendSpace.h:470Two-axis blend, typically Direction x Speed
UBlendSpace1DAnimation/BlendSpace1D.h:19Single axis, typically Speed
UAimOffsetBlendSpaceAnimation/AimOffsetBlendSpace.h:20Additive aim poses over a base pose

Axis smoothing is FInterpolationParameter (BlendSpace.h:80-110): InterpolationTime, DampingRatio, MaxSpeed, and InterpolationType of type TEnumAsByte<EFilterInterpolationType> — values BSIT_Average, BSIT_Linear, BSIT_Cubic, BSIT_EaseInOut, BSIT_ExponentialDecay, BSIT_SpringDamper (Engine/EngineTypes.h:1356).

Bind native C++ to a compiled state machine from NativeInitializeAnimation (AnimInstance.h:1461-1473):

// CanStartMoving() and OnLandEntered() are members of UMyAnimInstance.
// DECLARE_DELEGATE_RetVal(bool, FCanTakeTransition)                     AnimInstance.h:118
// DECLARE_DELEGATE_ThreeParams(FOnGraphStateChanged,
//     const struct FAnimNode_StateMachine&, int32, int32)              AnimInstance.h:121
AddNativeTransitionBinding(FName("LocomotionSM"), FName("Idle"), FName("Walk"),
    FCanTakeTransition::CreateUObject(this, &UMyAnimInstance::CanStartMoving),
    FName("IdleToMoving"));

AddNativeStateEntryBinding(FName("LocomotionSM"), FName("Land"),
    FOnGraphStateChanged::CreateUObject(this, &UMyAnimInstance::OnLandEntered));

Query at runtime with GetStateMachineIndex(FName MachineName) (:1202), GetStateMachineInstanceFromName(FName MachineName) (:1191) and GetInstanceStateWeight(int32 MachineIndex, int32 StateIndex) (:1116).

See references/locomotion-setup.md for a full blend space, state machine, layered-blend-per-bone and aim-offset setup.

Linked Anim Graphs and Layers

Source: Animation/AnimNode_LinkedAnimGraph.h, Animation/AnimNode_LinkedAnimLayer.h.

// UAnimInstance (AnimInstance.h:850-910)
virtual void LinkAnimClassLayers(TSubclassOf<UAnimInstance> InClass);
virtual void UnlinkAnimClassLayers(TSubclassOf<UAnimInstance> InClass);
UAnimInstance* GetLinkedAnimLayerInstanceByClass(TSubclassOf<UAnimInstance> InClass,
    bool bCheckForChildClass = false) const;
void LinkAnimGraphByTag(FName InTag, TSubclassOf<UAnimInstance> InClass);
UAnimInstance* GetLinkedAnimGraphInstanceByTag(FName InTag) const;

LinkAnimClassLayers(nullptr) restores the default layer implementations. Notify flow across linked instances is set by SetReceiveNotifiesFromLinkedInstances(bool bSet) and SetPropagateNotifiesToLinkedInstances(bool bSet) (:523-531), or per node by bReceiveNotifiesFromLinkedInstances / bPropagateNotifiesToLinkedInstances (AnimNode_LinkedAnimGraph.h:76-80). SetUseMainInstanceMontageEvaluationData(bool bSet) (:537) makes linked layers share the main instance's montage evaluation.

Blend the swap with PendingBlendInDuration / PendingBlendOutDuration on the linked node (AnimNode_LinkedAnimGraph.h:60-67), or request one from code:

// AnimInstance.h:1006
AnimInst->RequestSlotGroupInertialization(FName("DefaultGroup"), 0.2f);

Root Motion

ERootMotionMode::Type (Animation/AnimEnums.h:27-42): NoRootMotionExtraction, IgnoreRootMotion, RootMotionFromEverything, RootMotionFromMontagesOnly. The header marks RootMotionFromEverything as unsuitable for networked multiplayer and RootMotionFromMontagesOnly as the networked choice.

// AnimInstance.h:372, :1066, :1662
TEnumAsByte<ERootMotionMode::Type> RootMotionMode;   // UPROPERTY(EditDefaultsOnly)
void SetRootMotionMode(TEnumAsByte<ERootMotionMode::Type> Value);
FRootMotionMovementParams ConsumeExtractedRootMotion(float Alpha);

// Suppress root motion for part of a montage (AnimMontage.h:562-564)
if (FAnimMontageInstance* Inst = AnimInst->GetActiveInstanceForMontage(Montage))
{
    Inst->PushDisableRootMotion();
    // ... later ...
    Inst->PopDisableRootMotion();
}

Montage root motion and RootMotionSource are separate systems: the montage path feeds the pose-derived delta into the movement component, while RootMotionSource applies scripted movement with no animation attached. Networked prediction, correction and bAllowPhysicsRotationDuringAnimRootMotion (GameFramework/CharacterMovementComponent.h:1083) belong to ue-character-movement.

5.8 Animation Plugins

Each is disabled by default in the .uproject unless noted; add the module to Build.cs when you use its types.

Plugin / module5.8 maturityKey types and headers
PoseSearchproductionFAnimNode_MotionMatching (PoseSearch/AnimNode_MotionMatching.h:18), UPoseSearchDatabase (PoseSearch/PoseSearchDatabase.h:502); trajectories are FTransformTrajectorySample (Runtime/Engine/Public/Animation/TrajectoryTypes.h:18)
ChooserproductionUChooserTable (Chooser.h:22), UChooserFunctionLibrary (ChooserFunctionLibrary.h:18) — data-driven asset selection, commonly feeding motion matching
MotionWarpingBeta in 5.8UMotionWarpingComponent (MotionWarpingComponent.h:100), URootMotionModifier (RootMotionModifier.h:71); rotation offsets use AdditionalRotationOffset (RootMotionModifier.h:407)
IKRigproduction, enabled by defaultUIKRigDefinition (Rig/IKRigDefinition.h:206), UIKRetargeter (Retargeter/IKRetargeter.h:70) — runtime IK solving and animation retargeting
ControlRigproduction, enabled by defaultUControlRig (ControlRig.h:63), FAnimNode_ControlRig (AnimNode_ControlRig.h:21) — procedural rigs evaluated inside the AnimGraph
BlendStackproductionFAnimNode_BlendStack and FAnimNode_BlendStack_Standalone (BlendStack/AnimNode_BlendStack.h:272,150) — the blend stack motion matching is built on
OptimusCore (Deformer Graph)Beta in 5.8UOptimusDeformer (OptimusDeformer.h:132) — GPU mesh deformation graphs
UAFExperimental in 5.8Plugins/Experimental/UAF/UAF, module UAF: UUAFRigVMAsset (AnimNextRigVMAsset.h:61), UUAFComponent (Component/AnimNextComponent.h:77) — the successor animation framework

Deprecated — do not use

Do not emitUse in 5.8Source
FSmartName, FSmartNameMapping, FSmartNameContainerplain FName curve namesUE_DEPRECATED(5.8) in Animation/SmartName.h:20,80,121
Skeleton smart-name curve tablesCurveMetaData accessors on USkeletonUE_DEPRECATED(5.7) in Animation/Skeleton.h:505
AnimCurveUIDFName curve namesUE_DEPRECATED(5.7) in Animation/Skeleton.h:384
UAnimInstance::bNeedsUpdateNeedsUpdate()UE_DEPRECATED(5.7) in Animation/AnimInstance.h:389
USkeletalMeshComponent::SetAnimClassSetAnimInstanceClassUE_DEPRECATED(5.5) in Components/SkeletalMeshComponent.h:1084
USkeletalMeshComponent::AnimCurves memberGetAnimCurves() / GetCurveValue()UE_DEPRECATED(5.6) in Components/SkeletalMeshComponent.h:470
UAnimSequence::RetargetSourceAsset memberGetRetargetSourceAsset / SetRetargetSourceAssetUE_DEPRECATED(5.5) in Animation/AnimSequence.h:305
FTrajectorySampleFTransformTrajectorySampleUE_DEPRECATED(5.6) in Public/Animation/MotionTrajectoryTypes.h:10
FPoseSearchQueryTrajectorySampleFTransformTrajectorySampleUE_DEPRECATED(5.6) in PoseSearch/PoseSearchTrajectoryTypes.h:16
FPoseSearchDatabaseSequence, FPoseSearchDatabaseBlendSpaceFPoseSearchDatabaseAnimationAssetUE_DEPRECATED(5.7) in PoseSearch/PoseSearchDatabase.h:228
EMotionWarpRotationType::OppositeDefault / OppositeFacingAdditionalRotationOffsetUE_DEPRECATED(5.8) in MotionWarping/RootMotionModifier.h:309,312
FAnimInstanceProxy::GetSlotInertializationRequestGetSlotInertializationRequestDataUE_DEPRECATED(5.5) in Public/Animation/AnimInstanceProxy.h:444
SetSubInstanceClassByTag, GetSubInstanceByTagLinkAnimGraphByTag, GetLinkedAnimGraphInstanceByTagUE_DEPRECATED(4.24) in Animation/AnimInstance.h:860,845
SetLayerOverlay, ClearLayerOverlayLinkAnimClassLayers, UnlinkAnimClassLayersUE_DEPRECATED(4.24) in Animation/AnimInstance.h:868,880
GetLayerSubInstanceByClassGetLinkedAnimLayerInstanceByClassUE_DEPRECATED(4.24) in Animation/AnimInstance.h:906

Common Mistakes

Touching the owning actor in NativeThreadSafeUpdateAnimation: that function runs on a worker thread, so TryGetPawnOwner(), component queries and traces are unsafe there. Cache what you need in NativeUpdateAnimation or in FAnimInstanceProxy::PreUpdate, and read only those members on the worker thread.

Binding montage delegates before Montage_Play: Montage_SetEndDelegate and Montage_SetBlendingOutDelegate resolve the active montage instance, which does not exist yet. Call Montage_Play first, check the return value is greater than zero, then bind.

Overriding Received_Notify in C++: it is a BlueprintImplementableEvent. Override Notify(USkeletalMeshComponent*, UAnimSequenceBase*, const FAnimNotifyEventReference&) instead.

Jumping sections from a queued notify: queued notifies fire after the evaluation phase, so Montage_JumpToSection from one lands a frame late. Set bIsNativeBranchingPoint = true and override BranchingPointNotify for section control.

Looking curves up by smart name or UID: FSmartName, FSmartNameMapping and AnimCurveUID are deprecated. Pass FName to GetCurveValue and keep per-curve flags in CurveMetaData.

Declaring a proxy override public: Initialize, PreUpdate, Update, Evaluate and PostUpdate are protected on FAnimInstanceProxy, and so are CreateAnimInstanceProxy / DestroyAnimInstanceProxy on UAnimInstance. Keep the access level or the override will not compile.

Skipping the base call: every Native* override calls its Super:: form, and every proxy override calls FAnimInstanceProxy::<Name>; the base implementations drive montage ticking, notify queues and proxy bookkeeping.

Related Skills

  • ue-character-movement — UCharacterMovementComponent, RootMotionSource, networked root motion prediction and correction.
  • ue-gameplay-abilities — UAbilityTask_PlayMontageAndWait, GAS montage replication, ability-driven animation.
  • ue-actor-component-architecture — USkeletalMeshComponent setup, attachment, component tick ordering.
  • ue-sequencer-cinematics — Level Sequence animation tracks and cinematic playback on skeletal meshes.
  • ue-mass-entity — crowd-scale animation through Mass representation instead of per-actor AnimInstances.
  • ue-cpp-foundations — delegate binding, UPROPERTY/UFUNCTION specifiers, TObjectPtr.
  • ue-niagara-effects — Niagara systems spawned from notifies and skeletal mesh data interfaces.
  • ue-audio-system — UAudioComponent, MetaSounds, submixes, attenuation and concurrency
  • ue-mover — the Mover plugin: movement modes, layered moves and rollback networking

FAQ

What does the ue-animation-system skill do?

Use when writing or debugging Unreal Engine animation C++: AnimInstance subclasses, thread-safe update, FAnimInstanceProxy, montage playback and delegates, anim notifies, animation curves, blend spaces, anim state machines, linked anim layers, root motion. Also use when the user mentions 'UAnimInstance', 'NativeUpdateAnimation', 'NativeThreadSafeUpdateAnimation', 'MontagePlay', 'OnMontageEnded', 'UAnimNotify', 'UAnimNotifyState', 'branching point', 'GetCurveValue', 'blend space', 'AnimGraph', 'LinkAnimClassLayers', 'motion matching', 'motion warping', 'root motion'. For movement and RootMotionSource, see ue-character-movement; for montage-driven abilities, see ue-gameplay-abilities.

How do I install ue-animation-system?

Run npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-animation-system in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/ue-animation-system/ (personal) or .claude/skills/ue-animation-system/ (project).

Which AI agents can use ue-animation-system?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is ue-animation-system safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains ue-animation-system?

It is published by quodsoler in quodsoler/unreal-engine-skills. It has 1,207 recorded installs.

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