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
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Import Your Character:
- Import your character model into Unreal Engine if you haven't already.
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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.
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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.
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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++.
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Implement Animation Logic in C++ Class:
- Implement functions like
BeginPlay
andUpdateAnimation
in your C++ class to handle animation updates and property changes based on the game state.
- Implement functions like
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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.
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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.
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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.
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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.
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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.
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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.
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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.