Agent skill

Animation Blueprint

by kevinpbuckley in kevinpbuckley/VibeUE

Navigate, inspect, and author Animation Blueprints — state machines, states, transitions, and transition rules (AnimGraphService).

MITAuto-check passedGame Development

Install Animation Blueprint

skills CLI
$ npx skills add kevinpbuckley/VibeUE --skill animation-blueprint -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE animation-blueprint --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/animation-blueprint .claude/skills/animation-blueprint && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
animation-blueprint
GitHub stars
730
Token cost
~5.4k tokens
SKILL.md length
1,182 words
Files
2 (incl. scripts)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Navigate, inspect, and author Animation Blueprints — state machines, states, transitions, and transition rules (AnimGraphService).

  • The user asks to create
  • SKILL.md covers ⚠️ #1 GOTCHA — Transitions…, Critical Rules, Workflows and Authoring State Machines…, plus 3 more sections
  • Edit an Animation Blueprint/AnimBP
  • Add a state machine

What it does

Animation Blueprint is an agent skill from kevinpbuckley/VibeUE. Navigate, inspect, and author Animation Blueprints — state machines, states, transitions, and transition rules (AnimGraphService). Use when the user asks to create or edit an Animation Blueprint/AnimBP, add a state machine or states, wire transitions between states, set a state's animation, or inspect AnimGraph structure.

Its SKILL.md is about 5.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including scripts.

It sits in Game Development. It works with Python. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.

When your agent uses it

  • The user asks to create
  • Edit an Animation Blueprint/AnimBP
  • Add a state machine
  • Wire transitions between states

Example prompts

  • “/animation-blueprint”

Requirements

  • Python 3

What it can do on your machine

Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 1 file in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Animation Blueprint loads about 5.4k tokens when it runs. Until then it costs about 86 tokens; SKILL.md has 1,182 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~86
When it runs · the whole SKILL.md, loaded when a task matches
~5.4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 1,182 words, ~5,441 tokens.

Download SKILL.mdSave it as .claude/skills/animation-blueprint/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
animation-blueprint
description
Navigate, inspect, and author Animation Blueprints — state machines, states, transitions, and transition rules (AnimGraphService). Use when the user asks to create or edit an Animation Blueprint/AnimBP, add a state machine or states, wire transitions between states, set a state's animation, or inspect AnimGraph structure.
display_name
Animation Blueprints
vibeue_classes
AnimGraphService, AssetDiscoveryService, BlueprintService
unreal_classes
EditorAssetLibrary
keywords
animation, animblueprint, abp, state machine, state, transition, transition rule, animgraph, locomotion, combat, authoring

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "animation-system"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Animation Blueprint Skill

Loading skills: skills load through the engine's AgentSkillToolset (ListSkills/GetSkills) — there is no vibeue-skills-manager tool. Run VibeUE services with execute_python_code (unreal.AnimGraphService.<method>()); reach engine toolsets with call_tool.

An AnimBP is a Blueprint. The state-machine/AnimGraph authoring here is VibeUE AnimGraphService (intact). For its variables and compile, note VibeUE's BlueprintService was trimmed: variable creation and blueprint compile moved to the engine toolset editor_toolset.toolsets.blueprint.BlueprintTools (add_variable, compile_blueprint), called via call_tool. BlueprintService still has list_variables, get_variable_info, set_variable_default_value, variable_exists, components, and overridable functions. Bool fields on info structs drop the C++ b prefix in Python — use is_pure, is_output, already_overridden (NOT b_is_pure); call discover_python_class to confirm field names rather than guessing.

⚠️ #1 GOTCHA — Transitions need a RULE or they NEVER fire

add_transition() only draws the arrow between two states. The transition's rule graph starts empty, which evaluates to false, so the transition is inert — the state machine will never move. You MUST set a rule on every transition:

python
import unreal
abp = "/Game/ABP_Character"
BT  = "editor_toolset.toolsets.blueprint.BlueprintTools"

# 1) Add the bool/float variable the rule reads, then COMPILE so it resolves.
#    Variable creation + compile are ENGINE BlueprintTools (call_tool), not VibeUE:
call_tool(BT, "add_variable", {"blueprint": {"refPath": abp}, "variable_name": "bIsDead", "variable_type": "bool"})
call_tool(BT, "compile_blueprint", {"blueprint": {"refPath": abp}})
# (Run describe_toolset(BT) for exact arg names.)

# 2) Draw the transition (VibeUE AnimGraphService)
unreal.AnimGraphService.add_transition(abp, "Locomotion", "Idle", "Dead", 0.2)

# 3) Give it a rule — THIS is what makes it fire
unreal.AnimGraphService.set_transition_rule_from_bool(abp, "Locomotion", "Idle", "Dead", "bIsDead")

Rule options:

  • set_transition_rule_from_bool(abp, machine, src, dst, bool_var, invert=False)
  • set_transition_rule_comparison(abp, machine, src, dst, float_var, op, value) — op ∈ greater/less/greater_equal/less_equal/equal/not_equal
  • set_transition_rule_automatic(abp, machine, src, dst, trigger_time=-1.0) — fires when the source state's animation is (almost) finished; perfect for one-shots (attack→idle)
  • clear_transition_rule(...) — non-destructively reset a rule

After authoring, always run validate_state_machine() (see below) and compile.

Critical Rules

Opening Animation States

Use AnimGraphService to navigate directly to states and graphs:

python
import unreal

# Open an AnimBP's main AnimGraph
unreal.AnimGraphService.open_anim_graph("/Game/ABP_Character", "AnimGraph")

# Open a specific state inside a state machine
unreal.AnimGraphService.open_anim_state("/Game/ABP_Character", "Locomotion", "IdleLoop")

# Open a transition rule
unreal.AnimGraphService.open_transition("/Game/ABP_Character", "Locomotion", "Idle", "Walk")
⚠️ State Machine Names

State machine names come from the node title, not the graph name. Use list_state_machines() to get the correct names:

python
machines = unreal.AnimGraphService.list_state_machines("/Game/ABP_Character")
for m in machines:
    print(f"Machine: {m.machine_name}")  # Use THIS name for open_anim_state
⚠️ Case Sensitivity

All name lookups are case-insensitive, but prefer using exact names from introspection:

python
# Both work:
unreal.AnimGraphService.open_anim_state(path, "State Controller", "In Air Loop")
unreal.AnimGraphService.open_anim_state(path, "state controller", "in air loop")

Workflows

Create Animation Blueprint

CRITICAL: AnimBlueprints require a skeleton reference. Always find the skeleton first.

python
import unreal

# Step 1: Find skeleton from reference blueprint
ref_bp_path = "/Game/Blueprints/SandboxCharacter_CMC_ABP"
if unreal.EditorAssetLibrary.does_asset_exist(ref_bp_path):
    ref_bp = unreal.load_asset(ref_bp_path)
    skeleton = ref_bp.get_editor_property('target_skeleton')
    skeleton_path = skeleton.get_path_name()
    print(f"Using skeleton: {skeleton_path}")
else:
    # Or load directly if you know the path
    skeleton_path = "/Game/Characters/UEFN_Mannequin/Meshes/SK_UEFN_Mannequin"
    skeleton = unreal.load_asset(skeleton_path)

# Step 2: Delete existing if needed
asset_path = "/Game/Tests/ABP_TestCharacter"
if unreal.EditorAssetLibrary.does_asset_exist(asset_path):
    unreal.EditorAssetLibrary.delete_asset(asset_path)

# Step 3: Create AnimBlueprint with skeleton
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
blueprint_factory = unreal.AnimBlueprintFactory()
blueprint_factory.set_editor_property("target_skeleton", skeleton)
blueprint_factory.set_editor_property("parent_class", unreal.AnimInstance)

animation_blueprint = asset_tools.create_asset(
    "ABP_TestCharacter",
    "/Game/Tests",
    unreal.AnimBlueprint,
    blueprint_factory
)

# Step 4: Save
if animation_blueprint:
    unreal.EditorAssetLibrary.save_asset(asset_path, only_if_is_dirty=False)
    print(f"Created: {asset_path}")

Opening in Editor:

python
# Use open_editor_for_assets (plural) with list
editor_subsystem = unreal.get_editor_subsystem(unreal.AssetEditorSubsystem)
opened = editor_subsystem.open_editor_for_assets([animation_blueprint])

⚠️ DO NOT use AssetEditorSubsystem.open_editor_for_asset() (singular) - it will cause AttributeError.

Discover Animation Blueprint Structure
python
import unreal

abp_path = "/Game/Blueprints/SandboxCharacter_CMC_ABP"

# Get overview
parent = unreal.AnimGraphService.get_parent_class(abp_path)
skeleton = unreal.AnimGraphService.get_skeleton(abp_path)
print(f"Parent: {parent}, Skeleton: {skeleton}")

# List all graphs
graphs = unreal.AnimGraphService.list_graphs(abp_path)
for g in graphs:
    print(f"Graph: {g.graph_name} ({g.graph_type}), Nodes: {g.node_count}")
List State Machines and States
python
import unreal

abp_path = "/Game/ABP_Character"

# Find all state machines
machines = unreal.AnimGraphService.list_state_machines(abp_path)
for machine in machines:
    print(f"\nState Machine: {machine.machine_name} ({machine.state_count} states)")

    # List states in this machine
    states = unreal.AnimGraphService.list_states_in_machine(abp_path, machine.machine_name)
    for state in states:
        end_marker = " [END]" if state.is_end_state else ""
        print(f"  - {state.state_name} ({state.state_type}){end_marker}")
Navigate to Specific State
python
import unreal

abp_path = "/Game/Blueprints/SandboxCharacter_CMC_ABP"

# Open the AnimBP and navigate to a specific state
unreal.AnimGraphService.open_anim_state(
    abp_path,
    "State Controller",  # State machine name
    "In Air Loop"        # State name
)
Inspect Transitions
python
import unreal

abp_path = "/Game/ABP_Character"
machine_name = "Locomotion"

# Get all transitions in a state machine
transitions = unreal.AnimGraphService.get_state_transitions(abp_path, machine_name)
for t in transitions:
    auto = " [AUTO]" if t.is_automatic else ""
    print(f"{t.source_state} -> {t.dest_state} (blend: {t.blend_duration}s){auto}")

# Get transitions for a specific state
idle_transitions = unreal.AnimGraphService.get_state_transitions(abp_path, machine_name, "Idle")

Authoring State Machines (build / edit)

⭐ Fastest path: declarative build_state_machine

Build (or extend) a whole machine from one JSON spec in a single atomic, idempotent call. Re-running it never duplicates existing states/transitions. It sets animations, rules, the entry state, then compiles — and returns a JSON report.

python
import unreal, json

abp = "/Game/ABP_Character"
BT  = "editor_toolset.toolsets.blueprint.BlueprintTools"

# Add the variables the rules read FIRST, then compile so the rules can resolve them.
# Variable creation + compile are ENGINE BlueprintTools (call_tool), not VibeUE:
call_tool(BT, "add_variable", {"blueprint": {"refPath": abp}, "variable_name": "Speed",   "variable_type": "float"})
call_tool(BT, "add_variable", {"blueprint": {"refPath": abp}, "variable_name": "bAttack", "variable_type": "bool"})
call_tool(BT, "compile_blueprint", {"blueprint": {"refPath": abp}})

spec = {
    "states": [
        {"name": "Idle",   "animation": "/Game/Anims/Idle",   "loop": True,  "pos": [0, 0]},
        {"name": "Walk",   "animation": "/Game/Anims/Walk",   "loop": True,  "pos": [350, 0]},
        {"name": "Attack", "animation": "/Game/Anims/Attack", "loop": False, "pos": [350, 250]},
    ],
    "transitions": [
        {"from": "Idle",   "to": "Walk",   "rule": {"type": "comparison", "variable": "Speed", "op": "greater", "value": 10}, "blend": 0.15},
        {"from": "Walk",   "to": "Idle",   "rule": {"type": "comparison", "variable": "Speed", "op": "less_equal", "value": 10}},
        {"from": "Idle",   "to": "Attack", "rule": {"type": "bool", "variable": "bAttack"}},
        {"from": "Attack", "to": "Idle",   "rule": {"type": "automatic"}},  # when the attack anim ends
    ],
    "entry": "Idle",
}

report = json.loads(unreal.AnimGraphService.build_state_machine(abp, "Locomotion", json.dumps(spec)))
print(report)  # {"success":true,"states_created":3,"transitions_created":4,"errors":[]}

rule.type ∈ bool (variable, optional invert), comparison (variable,op,value), automatic (optional trigger_time), always (always-true), or omit rule to leave it inert.

Manual / incremental authoring
python
import unreal
abp = "/Game/ABP_Character"

# State machine + states
unreal.AnimGraphService.add_state_machine(abp, "Locomotion", 0, 0)
unreal.AnimGraphService.add_state(abp, "Locomotion", "Idle", 0, 0)
unreal.AnimGraphService.add_state(abp, "Locomotion", "Walk", 350, 0)

# One call: create+assign the sequence player inside the state AND wire it to Output Pose
unreal.AnimGraphService.set_state_animation(abp, "Locomotion", "Idle", "/Game/Anims/Idle", True)
unreal.AnimGraphService.set_state_animation(abp, "Locomotion", "Walk", "/Game/Anims/Walk", True)

# Default/entry state
unreal.AnimGraphService.set_entry_state(abp, "Locomotion", "Idle")

# Transitions + rules (rules are mandatory — see top gotcha)
unreal.AnimGraphService.add_transition(abp, "Locomotion", "Idle", "Walk", 0.15)
unreal.AnimGraphService.set_transition_rule_comparison(abp, "Locomotion", "Idle", "Walk", "Speed", "greater", 10.0)
unreal.AnimGraphService.set_transition_priority(abp, "Locomotion", "Idle", "Walk", 1)

# Compile via engine BlueprintTools:
call_tool("editor_toolset.toolsets.blueprint.BlueprintTools", "compile_blueprint", {"blueprint": {"refPath": abp}})
Verify before claiming success — validate_state_machine
python
result = unreal.AnimGraphService.validate_state_machine(abp, "Locomotion")
print(f"valid={result.is_valid}  states={result.state_count}  transitions={result.transition_count}")
for e in result.errors:   print("ERROR:", e)    # inert transitions, no entry state
for w in result.warnings: print("WARN :", w)    # unreachable states, states with no animation

Treat any errors as a build failure. The most common error is an inert transition (a transition with no rule) — fix it with one of the set_transition_rule_* calls.


Find Used Animation Sequences
python
import unreal

abp_path = "/Game/ABP_Character"

sequences = unreal.AnimGraphService.get_used_anim_sequences(abp_path)
for seq in sequences:
    print(f"{seq.sequence_name}")
    print(f"  Path: {seq.sequence_path}")
    print(f"  Used in: {seq.used_in_graph}")
Focus on Node by ID
python
import unreal

abp_path = "/Game/ABP_Character"

# If you have a node GUID from get_nodes_in_graph
node_id = "ABC123-DEF456-..."
unreal.AnimGraphService.focus_node(abp_path, node_id)

Data Structures

Python Naming Convention: C++ types like FAnimStateMachineInfo are exposed as AnimStateMachineInfo in Python (no F prefix).

AnimStateMachineInfo
PropertyTypeDescription
machine_namestringDisplay name of the state machine
node_idstringNode GUID
state_countintNumber of states
parent_graph_namestringGraph containing this machine
AnimStateInfo
PropertyTypeDescription
state_namestringDisplay name of the state
node_idstringNode GUID
state_typestring"State", "Conduit", "Entry"
is_end_stateboolTrue if no outgoing transitions
pos_xfloatX position in graph
pos_yfloatY position in graph
AnimTransitionInfo
PropertyTypeDescription
transition_namestringDisplay name
node_idstringNode GUID
source_statestringSource state name
dest_statestringDestination state name
priorityintPriority (lower = higher)
blend_durationfloatCrossfade time in seconds
is_automaticboolAuto-transition based on sequence
rule_typestringNone (inert), Bool, Comparison, Automatic, Custom
rule_variablestringBound variable name (for Bool/Comparison rules)
rule_summarystringHuman-readable rule, e.g. Speed > 150, bIsDead == true
has_ruleboolFalse = inert (never fires). True = transition can fire
AnimStateMachineValidationResult

Returned by validate_state_machine().

PropertyTypeDescription
is_validboolTrue when there are no blocking errors
state_countintNumber of states
transition_countintNumber of transitions
errors[string]Blocking problems (inert transitions, no entry state)
warnings[string]Non-blocking issues (unreachable states, states with no animation)

Show full SKILL.md (503 more words)Show less

Driving bones directly — skeletal controls, no state machine

Not every AnimBP is a state machine. A spinning rotor, a windmill sail, a turret yaw, a rudder that follows a variable — all are a pose piped through Modify Bone nodes, which is a different graph shape and has its own traps.

The chain is always: a pose source → Local To Component → one Modify Bone per bone → Component To Local → Output. Skeletal controls only operate in component space, and connect_anim_nodes does not insert the space conversions for you.

python
import unreal
AG, BS = unreal.AnimGraphService, unreal.BlueprintService
PATH, G = "/Game/ABP_Windmill", "AnimGraph"

REF = "SPAWN AnimGraphNode_LocalRefPose|Local Space Ref Pose"   # no sequence needed
L2C = "SPAWN AnimGraphNode_LocalToComponentSpace|Local To Component"
C2L = "SPAWN AnimGraphNode_ComponentToLocalSpace|Component To Local"

ref = BS.create_node_by_key(PATH, G, REF, -900, -80)
l2c = BS.create_node_by_key(PATH, G, L2C, -640, -80)
AG.connect_anim_nodes(PATH, G, ref, "Pose", l2c, "LocalPose")

mb = AG.add_modify_bone_node(PATH, G, "sails", -340, -80)
AG.connect_anim_nodes(PATH, G, l2c, "ComponentPose", mb, "ComponentPose")
getter = BS.create_node_by_key(PATH, G, "SPAWN K2Node_VariableGet|Get SailRotation", -400, 200)
BS.connect_nodes(PATH, G, getter, "SailRotation", mb, "Rotation")

c2l = BS.create_node_by_key(PATH, G, C2L, 0, -80)
AG.connect_anim_nodes(PATH, G, mb, "Pose", c2l, "ComponentPose")
AG.connect_to_output_pose(PATH, G, c2l, "Pose")

Pin names to remember: LocalPose in / ComponentPose out on Local To Component; ComponentPose in / Pose out on Modify Bone and Component To Local.

  • Reconnecting a pose input replaces the old link. Pose inputs are 1:1, so connect_anim_nodes (and connect_to_output_pose) to an already-wired single-link input now breaks the existing link and wires the new source in its place — no need to disconnect_anim_node(node, "Pose") first — and returns False (logging a Warning with the schema's reason) when the schema refuses. Previously it stacked an illegal second link that compiled the AnimBP to BS_ERROR with an empty error list.
⚠️ Modify Bone ignores its Rotation pin until you set the mode

add_modify_bone_node creates the node with rotation_mode, translation_mode and scale_mode all set to Ignore. You can connect the Rotation pin, compile clean, and see absolutely nothing move — there is no warning. Set the mode on the node's inner node struct after creating it:

python
for i in range(0, 12):
    o = unreal.find_object(None, f"{PATH}.{name}:{G}.AnimGraphNode_ModifyBone_{i}")
    if not o:
        continue
    n = o.get_editor_property("node")
    n.set_editor_property("rotation_mode", unreal.BoneModificationMode.BMM_ADDITIVE)
    n.set_editor_property("rotation_space", unreal.BoneControlSpace.BCS_COMPONENT_SPACE)
    n.set_editor_property("translation_mode", unreal.BoneModificationMode.BMM_IGNORE)
    n.set_editor_property("scale_mode", unreal.BoneModificationMode.BMM_IGNORE)
    o.set_editor_property("node", n)      # write the struct back, or the change is lost

BMM_ADDITIVE and BMM_REPLACE behave identically when the bone is at identity in the ref pose.

⚠️ Variable getter names differ between BP variables and C++ properties

create_node_by_key needs the spawner key, which embeds the node's display name, and the two kinds of variable are spelled differently:

Variable lives onDisplay nameSpawner key
The AnimBP itself (add_member_variable)Get SailRotationSPAWN K2Node_VariableGet|Get SailRotation
A C++ UAnimInstance subclassGet Sail Rotation (spaced)SPAWN K2Node_VariableGet|Get Sail Rotation

Never hard-code either — discover_nodes(PATH, "SailRotation", "", 20) and match on display_name, which works for both.

Continuous motion without an animation asset

Put the accumulator in the AnimBP's EventGraph on Event Blueprint Update Animation (its DeltaTimeX pin), write a float, and convert it to the Rotator the Modify Bone reads:

DeltaTimeX ─┐
            ├─ float * float ─ float * float ─┐        (RPM → deg/sec is × 6)
SpinRPM ────┘                    6.0 ─────────┤
                                              ├─ float + float ─→ SET SailAngle
SailAngle (get) ──────────────────────────────┘
SailAngle (get) ─→ MakeRotator(Roll=) ─→ SET SailRotation

Float maths nodes are FUNC KismetMathLibrary::Multiply_DoubleDouble and ::Add_DoubleDouble (display names float * float / float + float) — Blueprint "float" is a double in UE5. MakeRotator is FUNC KismetMathLibrary::MakeRotator with pins Roll, Pitch, Yaw.

Verify it is actually running rather than trusting the compile: in PIE read the variable off the live instance, twice, in separate execute_python_code calls (see the pie-testing skill — Python blocks the game thread, so a sampling loop inside one call returns the same value every time).

python
comp = actor.get_components_by_class(unreal.SkeletalMeshComponent)[0]
ai = comp.get_anim_instance()
print(ai.get_editor_property("SailAngle"), comp.get_socket_rotation("sails").roll)

Common Patterns

Check if Asset is AnimBP
python
import unreal

if unreal.AnimGraphService.is_anim_blueprint("/Game/SomeAsset"):
    # It's an AnimBP, safe to use AnimGraphService
    machines = unreal.AnimGraphService.list_state_machines("/Game/SomeAsset")
Iterate All States Across All Machines
python
import unreal

abp_path = "/Game/ABP_Character"

machines = unreal.AnimGraphService.list_state_machines(abp_path)
for machine in machines:
    states = unreal.AnimGraphService.list_states_in_machine(abp_path, machine.machine_name)
    for state in states:
        print(f"{machine.machine_name}/{state.state_name}")

Sample scripts (run via execute_python_code)

  • scripts/build_state_machine.txt — add a state machine with two states, set state animations, add a transition, compile.

Additional gotchas

  • connect_anim_nodes replaces an existing pose link on the target input rather than erroring; it returns False if the schema refuses the connection, so check the return instead of hunting for a BS_ERROR with an empty error list.

© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (scripts) in Content/Skills/animation-blueprint of kevinpbuckley/VibeUE.

  • SKILL.md
  • scripts/build_state_machine.txt

Open the folder on GitHubat commit dc051be

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    Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.

    18k GitHub starsUsed in 1 repo~8.2k tokens
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  • 2D Map and Scene Generator

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    Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.

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    Game DevelopmentAuto-check passed
  • Bambu Studio AI

    heyixuan2/bambu-studio-ai

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  • Spine Animation

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  • Unreal Bridge

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  • 2D Sprite Generator

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    4.4k GitHub stars~3.6k tokensUpdated 4 days ago
    Game DevelopmentAuto-check passed

More from kevinpbuckley/VibeUE

All 39 skills in this repo
  • Unreal Animation Bone Editor

    kevinpbuckley/VibeUE

    Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.

    730 GitHub stars~1.3k tokensUpdated 3 days ago
    Auto-check passed
  • Unreal Animation Montage

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    Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings.

    730 GitHub stars~3.6k tokensUpdated 3 days ago
    Auto-check passed
  • Unreal AnimSequence Editor

    kevinpbuckley/VibeUE

    Creates and edits AnimSequence keyframes and bone tracks in Unreal Engine through AnimSequenceService, following an inspect, preview, validate and bake workflow with correct bone-space handling.

    730 GitHub stars~3.2k tokensUpdated 3 days ago
    Auto-check passed
  • Unreal Asset Import and Export

    kevinpbuckley/VibeUE

    Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes.

    730 GitHub stars~6.5k tokensUpdated 3 days ago
    Auto-check passed
  • Unreal Engine Settings Control

    kevinpbuckley/VibeUE

    Changes Unreal Engine console variables, scalability levels and raw INI values through VibeUE's Python API, now that registered settings moved to the engine's own toolset.

    730 GitHub stars~1.3k tokensUpdated 3 days ago
    Auto-check passed
  • Unreal Enhanced Input Setup

    kevinpbuckley/VibeUE

    Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.

    730 GitHub stars~2.4k tokensUpdated 3 days ago
    Auto-check passed

Works with

Questions about Animation Blueprint

What does Animation Blueprint do?

Navigate, inspect, and author Animation Blueprints — state machines, states, transitions, and transition rules (AnimGraphService). Animation Blueprint is an agent skill from kevinpbuckley/VibeUE. Navigate, inspect, and author Animation Blueprints — state machines, states, transitions, and transition rules (AnimGraphService).

When should I use Animation Blueprint?

Animation Blueprint fits situations like: the user asks to create; edit an Animation Blueprint/AnimBP; add a state machine; wire transitions between states.

How do I install Animation Blueprint in Claude Code?

Run `npx skills add kevinpbuckley/VibeUE --skill animation-blueprint -a claude-code`. Or copy the skill folder (Content/Skills/animation-blueprint in kevinpbuckley/VibeUE) into .claude/skills/animation-blueprint in your project. Claude Code loads it when a task matches its description.

How do I install Animation Blueprint in Codex?

Run `npx skills add kevinpbuckley/VibeUE --skill animation-blueprint -a codex`. Or copy the skill folder (Content/Skills/animation-blueprint in kevinpbuckley/VibeUE) into .agents/skills/animation-blueprint in your project. Codex loads it when a task matches its description.

Can I use Animation Blueprint in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add kevinpbuckley/VibeUE --skill animation-blueprint -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/animation-blueprint, .gemini/skills/animation-blueprint, .github/skills/animation-blueprint and .opencode/skills/animation-blueprint in your project.

What does Animation Blueprint need to run?

SKILL.md names no scripts, command-line tools or credentials: Animation Blueprint is instructions for the agent only. Our summary lists: Python 3.

Does Animation Blueprint access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Animation Blueprint safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Animation Blueprint use?

Animation Blueprint is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Animation Blueprint use?

About 5.4k tokens (SKILL.md is roughly 22k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Animation Blueprint?

Skills that share tags, products or a category with Animation Blueprint: Image to Three.js Model (img2threejs/img2threejs, 18k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Bambu Studio AI (heyixuan2/bambu-studio-ai, 223 stars) and Spine Animation (GenielabsOpenSource/spine-animation-ai, 521 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Animation Blueprint?

kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 730 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.

Source: kevinpbuckley/VibeUE on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.