Animation Blueprints
Animation Blueprints (ABPs) wire together animations, blend spaces, and state machines that drive skeletal mesh playback. BlueprintAI lets your AI assistant create and modify them without opening the AnimGraph editor.
Creating an Animation Blueprint
Section titled “Creating an Animation Blueprint”An ABP requires a skeleton:
Create an Animation Blueprint called ABP_Character for the skeleton SK_Character in /Game/Characters
State machines
Section titled “State machines”Add a state machine called Locomotion to ABP_Character
Add states called Idle, Walk, and Run to the Locomotion state machine
State machines in UE are graphs inside the AnimGraph. BlueprintAI creates them and manages the internal graph automatically.
Entry state
Section titled “Entry state”Set Idle as the entry state for the Locomotion state machine
The entry state is where the state machine begins when the ABP starts playing.
Assigning animations
Section titled “Assigning animations”Assign the animation sequence AS_Idle to the Idle state in Locomotion Assign the blend space BS_Locomotion to the Walk state
Both animation sequences and blend spaces are supported.
Transitions
Section titled “Transitions”Add a transition from Idle to Walk, triggered when the boolean variable IsMoving is true Add a transition from Walk to Run, triggered when Speed is greater than 300
Transitions are created with a rule graph. BlueprintAI supports bool variable conditions directly. For custom conditions, ask the AI to describe what logic you need and it will wire the appropriate nodes.
Animation layers
Section titled “Animation layers”If the ABP implements an Animation Layer Interface, you can access its layers:
List the animation layers in ABP_Character Get the graph for the FullBodyLayer and add a blend node
Montage slots
Section titled “Montage slots”Add a montage slot called UpperBody to ABP_Character
Montage slots allow additive or full-body montage playback layered on top of the state machine.
Example: locomotion setup
Section titled “Example: locomotion setup”Create ABP_Character for SK_Character in /Game/Characters. Add a Locomotion state machine with Idle, Walk, and Run states. Set Idle as entry. Assign AS_Idle, AS_Walk, and AS_Run to each state. Add transitions: Idle→Walk when IsMoving is true, Walk→Idle when IsMoving is false, Walk→Run when Speed > 300, Run→Walk when Speed < 300.
The AI chains all these operations into a single plan and executes them in order, handling dependencies automatically.