Unreal Engine #18 - Configuring animations in C++ with the Animation Instance and Anim Blueprint

3 min read 7 months ago
Published on Apr 24, 2024 This response is partially generated with the help of AI. It may contain inaccuracies.

Table of Contents

Step-by-Step Tutorial: Configuring Animations in Unreal Engine using C++ with Animation Instance and Anim Blueprint

  1. Import Your Character:

    • Import your character model into Unreal Engine if you haven't already.
  2. Create Animation Blueprint:

    • Create an Animation Blueprint for your character.
    • Select your character's skeleton.
    • Set up the animation states and transitions based on the character's actions like walking, jumping, dodging, etc.
  3. Implement Animation Logic in C++:

    • Create a C++ class to handle the heavy animation logic for better performance.
    • In the C++ class, set up the animation variables and functions for controlling the character's animations based on different actions and weapons.
  4. Set Animation Instance Class:

    • In the Animation Blueprint, set the parent class to your custom Animation Instance class created in C++ for reflection.
    • Access and modify animation properties using the Animation Instance class in both Blueprint and C++.
  5. Implement Animation Logic in C++ Class:

    • Implement functions like BeginPlay and UpdateAnimation in your C++ class to handle animation updates and property changes based on the game state.
  6. Create Animation State Machine:

    • Create a state machine in the Animation Blueprint to manage different animation states for the character.
    • Add states like idle, jumping, attacking, etc., and define transitions between them based on game events.
  7. Set Up Animation Blend Spaces:

    • Create blend spaces in Unreal Engine to blend animations based on character movement or actions.
    • Define animation poses and transitions within the blend space to smoothly transition between different animations.
  8. Implement Character Actions:

    • Define actions like jumping, attacking, dodging, etc., in the Animation Blueprint using animation montages and state transitions.
    • Set up conditions and triggers to switch between different animation states based on player input or game events.
  9. Blend Poses Based on Weapon Type:

    • Implement logic to blend poses based on the weapon type equipped by the character.
    • Cache and blend different animation poses for each weapon type to reflect the character's current state accurately.
  10. Layered Blend Per Bone:

    • Use the Layered Blend Per Bone node in the Animation Blueprint to blend animations selectively based on specific bones.
    • Configure the node to blend animations from specific bones like the spine upwards to ensure smooth transitions between animations.
  11. Output Animation Montages:

    • Output animation montages based on the final pose calculated in the Animation Blueprint.
    • Cache and play animation montages in specific slots based on the character's actions or equipped weapons for dynamic and fluid animations.
  12. Test and Iterate:

    • Test the animations in the game environment to ensure smooth transitions and accurate representation of character actions.
    • Iterate on the animation logic and transitions to fine-tune the character animations for a polished gameplay experience.

By following these steps, you can configure animations in Unreal Engine using C++ with the Animation Instance and Anim Blueprint to create dynamic and responsive character animations for your game project.