Debugging Code
JetBrains/skills
A skill your agent uses for debugger-driven runtime root-cause analysis in Rider-supported solutions and projects, including .NET/C, F, VB, C++, Unity, Unreal Engine, and other GameDev or…
Reference for writing and debugging Unreal Engine 5.8 animation C++: AnimInstance and proxy, montages, notifies, curves, blend spaces, state machines, linked layers and root motion.
$ npx skills add quodsoler/unreal-engine-skills --skill ue-animation-system -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install quodsoler/unreal-engine-skills ue-animation-system --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/ue-animation-system .claude/skills/ue-animation-system && rm -rf skills-srcUse ~/.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/
Install the "ue-animation-system" agent skill from https://github.com/quodsoler/unreal-engine-skills/tree/main/skills/ue-animation-system into .claude/skills/ue-animation-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue-animation-system", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/quodsoler/unreal-engine-skills/tree/main/skills/ue-animation-systemType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add quodsoler/unreal-engine-skills --skill ue-animation-system -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install quodsoler/unreal-engine-skills ue-animation-system --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/ue-animation-system .agents/skills/ue-animation-system && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "ue-animation-system" agent skill from https://github.com/quodsoler/unreal-engine-skills/tree/main/skills/ue-animation-system into .agents/skills/ue-animation-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue-animation-system", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add quodsoler/unreal-engine-skills --skill ue-animation-system -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install quodsoler/unreal-engine-skills ue-animation-system --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/ue-animation-system .cursor/skills/ue-animation-system && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "ue-animation-system" agent skill from https://github.com/quodsoler/unreal-engine-skills/tree/main/skills/ue-animation-system into .cursor/skills/ue-animation-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue-animation-system", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/quodsoler/unreal-engine-skills.git --path skills/ue-animation-system--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add quodsoler/unreal-engine-skills --skill ue-animation-system -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install quodsoler/unreal-engine-skills ue-animation-system --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/ue-animation-system .gemini/skills/ue-animation-system && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "ue-animation-system" agent skill from https://github.com/quodsoler/unreal-engine-skills/tree/main/skills/ue-animation-system into .gemini/skills/ue-animation-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue-animation-system", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install quodsoler/unreal-engine-skills ue-animation-systemInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add quodsoler/unreal-engine-skills --skill ue-animation-system -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/ue-animation-system .github/skills/ue-animation-system && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "ue-animation-system" agent skill from https://github.com/quodsoler/unreal-engine-skills/tree/main/skills/ue-animation-system into .github/skills/ue-animation-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue-animation-system", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add quodsoler/unreal-engine-skills --skill ue-animation-system -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install quodsoler/unreal-engine-skills ue-animation-system --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/ue-animation-system .opencode/skills/ue-animation-system && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "ue-animation-system" agent skill from https://github.com/quodsoler/unreal-engine-skills/tree/main/skills/ue-animation-system into .opencode/skills/ue-animation-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue-animation-system", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
ue-animation-systemReference for writing and debugging Unreal Engine 5.8 animation C++: AnimInstance and proxy, montages, notifies, curves, blend spaces, state machines, linked layers and root motion.
This skill targets Unreal Engine 5.8, with APIs verified against its headers and older forms listed as deprecated. It covers the runtime animation path in the Engine module: UAnimInstance and FAnimInstanceProxy, montages, anim notifies and notify states, curves, blend spaces, state machines, linked anim layers and root motion, plus the animation plugins that ship with 5.8, among them PoseSearch, MotionWarping, Chooser, IKRig, ControlRig, BlendStack, OptimusCore and UAF. It names the Build.cs modules to depend on, such as Engine and AnimGraphRuntime.
The agent first reads .agents/ue-project-context.md if present for module names, conventions and enabled plugins, then routes the request through a table to the matching section. A key rule for AnimInstance is its two phases: NativeUpdateAnimation on the game thread is safe for reading gameplay state, while NativeThreadSafeUpdateAnimation and blend-tree evaluation run on a worker thread, so gameplay values should be cached on the game thread and only the cached values read on the worker. Reference files cover anim notifies and locomotion setup, and movement or ability topics go to the ue-character-movement and ue-gameplay-abilities skills.
Read from SKILL.md and the folder at commit f3742d7. It shows what the files ask for, not the result of running them.
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.
No scripts in the folder and no shell commands in SKILL.md (its code samples are cpp).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unreal Engine Animation System loads about 7k tokens when it runs, and up to ~15k if it reads all its reference files. Until then it costs about 178 tokens; SKILL.md has 1,335 words of instructions outside code blocks.
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.
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); files beside SKILL.md are not scanned.
The full file from quodsoler/unreal-engine-skills at commit f3742d7, republished under its MIT licence (© quodsoler). 1,335 words, ~6,982 tokens.
.claude/skills/ue-animation-system/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.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.
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, proxy | AnimInstance and Proxy |
| Playing/stopping montages, section jumps, end callbacks | Montages |
| Notifies, notify states, branching points, notify timing | Anim Notifies |
| Curve values, morph targets, curve metadata | Animation Curves |
| Blend spaces, state machines, aim offsets, layered blends | Blend Spaces and State Machines |
| Linked anim layers, per-mode locomotion swapping | Linked Anim Graphs and Layers |
| Root motion extraction and modes | Root Motion |
| Motion matching, warping, IK Rig, Control Rig, deformers | 5.8 Animation Plugins |
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); // protectedFAnimInstanceProxy (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.
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); // :1246PlayAnimation 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.
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.
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 are assets sampled by AnimGraph nodes; drive them from UPROPERTY members the AnimGraph reads.
| Asset class | Header | Use |
|---|---|---|
UBlendSpace | Animation/BlendSpace.h:470 | Two-axis blend, typically Direction x Speed |
UBlendSpace1D | Animation/BlendSpace1D.h:19 | Single axis, typically Speed |
UAimOffsetBlendSpace | Animation/AimOffsetBlendSpace.h:20 | Additive 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.
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);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.
Each is disabled by default in the .uproject unless noted; add the module to Build.cs when you use its types.
| Plugin / module | 5.8 maturity | Key types and headers |
|---|---|---|
PoseSearch | production | FAnimNode_MotionMatching (PoseSearch/AnimNode_MotionMatching.h:18), UPoseSearchDatabase (PoseSearch/PoseSearchDatabase.h:502); trajectories are FTransformTrajectorySample (Runtime/Engine/Public/Animation/TrajectoryTypes.h:18) |
Chooser | production | UChooserTable (Chooser.h:22), UChooserFunctionLibrary (ChooserFunctionLibrary.h:18) — data-driven asset selection, commonly feeding motion matching |
MotionWarping | Beta in 5.8 | UMotionWarpingComponent (MotionWarpingComponent.h:100), URootMotionModifier (RootMotionModifier.h:71); rotation offsets use AdditionalRotationOffset (RootMotionModifier.h:407) |
IKRig | production, enabled by default | UIKRigDefinition (Rig/IKRigDefinition.h:206), UIKRetargeter (Retargeter/IKRetargeter.h:70) — runtime IK solving and animation retargeting |
ControlRig | production, enabled by default | UControlRig (ControlRig.h:63), FAnimNode_ControlRig (AnimNode_ControlRig.h:21) — procedural rigs evaluated inside the AnimGraph |
BlendStack | production | FAnimNode_BlendStack and FAnimNode_BlendStack_Standalone (BlendStack/AnimNode_BlendStack.h:272,150) — the blend stack motion matching is built on |
OptimusCore (Deformer Graph) | Beta in 5.8 | UOptimusDeformer (OptimusDeformer.h:132) — GPU mesh deformation graphs |
UAF | Experimental in 5.8 | Plugins/Experimental/UAF/UAF, module UAF: UUAFRigVMAsset (AnimNextRigVMAsset.h:61), UUAFComponent (Component/AnimNextComponent.h:77) — the successor animation framework |
| Do not emit | Use in 5.8 | Source |
|---|---|---|
FSmartName, FSmartNameMapping, FSmartNameContainer | plain FName curve names | UE_DEPRECATED(5.8) in Animation/SmartName.h:20,80,121 |
| Skeleton smart-name curve tables | CurveMetaData accessors on USkeleton | UE_DEPRECATED(5.7) in Animation/Skeleton.h:505 |
AnimCurveUID | FName curve names | UE_DEPRECATED(5.7) in Animation/Skeleton.h:384 |
UAnimInstance::bNeedsUpdate | NeedsUpdate() | UE_DEPRECATED(5.7) in Animation/AnimInstance.h:389 |
USkeletalMeshComponent::SetAnimClass | SetAnimInstanceClass | UE_DEPRECATED(5.5) in Components/SkeletalMeshComponent.h:1084 |
USkeletalMeshComponent::AnimCurves member | GetAnimCurves() / GetCurveValue() | UE_DEPRECATED(5.6) in Components/SkeletalMeshComponent.h:470 |
UAnimSequence::RetargetSourceAsset member | GetRetargetSourceAsset / SetRetargetSourceAsset | UE_DEPRECATED(5.5) in Animation/AnimSequence.h:305 |
FTrajectorySample | FTransformTrajectorySample | UE_DEPRECATED(5.6) in Public/Animation/MotionTrajectoryTypes.h:10 |
FPoseSearchQueryTrajectorySample | FTransformTrajectorySample | UE_DEPRECATED(5.6) in PoseSearch/PoseSearchTrajectoryTypes.h:16 |
FPoseSearchDatabaseSequence, FPoseSearchDatabaseBlendSpace | FPoseSearchDatabaseAnimationAsset | UE_DEPRECATED(5.7) in PoseSearch/PoseSearchDatabase.h:228 |
EMotionWarpRotationType::OppositeDefault / OppositeFacing | AdditionalRotationOffset | UE_DEPRECATED(5.8) in MotionWarping/RootMotionModifier.h:309,312 |
FAnimInstanceProxy::GetSlotInertializationRequest | GetSlotInertializationRequestData | UE_DEPRECATED(5.5) in Public/Animation/AnimInstanceProxy.h:444 |
SetSubInstanceClassByTag, GetSubInstanceByTag | LinkAnimGraphByTag, GetLinkedAnimGraphInstanceByTag | UE_DEPRECATED(4.24) in Animation/AnimInstance.h:860,845 |
SetLayerOverlay, ClearLayerOverlay | LinkAnimClassLayers, UnlinkAnimClassLayers | UE_DEPRECATED(4.24) in Animation/AnimInstance.h:868,880 |
GetLayerSubInstanceByClass | GetLinkedAnimLayerInstanceByClass | UE_DEPRECATED(4.24) in Animation/AnimInstance.h:906 |
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.
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 concurrencyue-mover — the Mover plugin: movement modes, layered moves and rollback networking© quodsoler, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 2 other files (references) in skills/ue-animation-system of quodsoler/unreal-engine-skills.
Open the folder on GitHubat commit f3742d7
Unreal Engine Animation System next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unreal Engine Animation System this skillquodsoler/unreal-engine-skills | 362 | — | ~7k | Automated safety check: Pass | MIT | |
| Debugging CodeJetBrains/skills | 366 | 1 repos | ~3.8k | Automated safety check: Pass | None | |
| Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin | 338 | — | ~1.8k | Automated safety check: Pass | MIT | |
| Unreal Live CodingItalink/UnrealClientProtocol | 127 | — | ~1k | Automated safety check: Pass | MIT | |
| Unreal Cpp Gameplayukanwat/overtime | 387 | 1 repos | ~1.5k | Automated safety check: Pass | Apache-2.0 | |
| Unreal Enhanced Inputukanwat/overtime | 387 | 1 repos | ~1.5k | Automated safety check: Pass | Apache-2.0 |
JetBrains/skills
A skill your agent uses for debugger-driven runtime root-cause analysis in Rider-supported solutions and projects, including .NET/C, F, VB, C++, Unity, Unreal Engine, and other GameDev or…
EpicGames/unreal-engine-skills-for-claude-code-plugin
Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding.
Italink/UnrealClientProtocol
Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol.
ukanwat/overtime
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module…
ukanwat/overtime
Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent.
ukanwat/overtime
Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++.
quodsoler/unreal-engine-skills
Unreal Engine C++ guidance for AActor and UActorComponent: lifecycle hooks, spawning, component creation and attachment, ticking, interfaces and composition.
quodsoler/unreal-engine-skills
Guides Unreal Engine C++ AI work across AI controllers, behavior trees, blackboards, perception, navmesh pathfinding, EQS and Smart Objects.
quodsoler/unreal-engine-skills
Picks and applies the right Unreal Engine C++ concurrency API, from UE::Tasks and FPipe to ParallelFor, FRunnable, locks and timers, with game-thread safety rules.
quodsoler/unreal-engine-skills
A skill your agent uses when playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, music, dialogue or procedural audio.
quodsoler/unreal-engine-skills
Reference for exposing Unreal Engine C++ to Blueprint and calling Blueprint from C++, covering UFUNCTION and UPROPERTY specifiers, latent and async nodes, and interfaces.
quodsoler/unreal-engine-skills
Reference for writing and debugging UCharacterMovementComponent code in Unreal Engine C++: custom movement modes, floor detection, root motion, prediction and gravity.
Works with
Categories
Reference for writing and debugging Unreal Engine 5.8 animation C++: AnimInstance and proxy, montages, notifies, curves, blend spaces, state machines, linked layers and root motion. 8, with APIs verified against its headers and older forms listed as deprecated.8, among them PoseSearch, MotionWarping, Chooser, IKRig, ControlRig, BlendStack, OptimusCore and UAF.
Unreal Engine Animation System fits situations like: writing a UAnimInstance subclass with a thread-safe update; playing montages and handling their end callbacks; setting up anim notifies, curves, blend spaces or linked anim layers; debugging root motion or motion matching in Unreal Engine C++.
Run `npx skills add quodsoler/unreal-engine-skills --skill ue-animation-system -a claude-code`. Or copy the skill folder (skills/ue-animation-system in quodsoler/unreal-engine-skills) into .claude/skills/ue-animation-system in your project. Claude Code loads it when a task matches its description.
Run `npx skills add quodsoler/unreal-engine-skills --skill ue-animation-system -a codex`. Or copy the skill folder (skills/ue-animation-system in quodsoler/unreal-engine-skills) into .agents/skills/ue-animation-system in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add quodsoler/unreal-engine-skills --skill ue-animation-system -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ue-animation-system, .gemini/skills/ue-animation-system, .github/skills/ue-animation-system and .opencode/skills/ue-animation-system in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Engine Animation System is instructions for the agent only. Our summary lists: An Unreal Engine 5.8 C++ project.
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.
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. Review the folder before installing.
Unreal Engine Animation System is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 7k tokens (SKILL.md is roughly 28k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 8.4k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Unreal Engine Animation System: Debugging Code (JetBrains/skills, 366 stars), Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 338 stars), Unreal Live Coding (Italink/UnrealClientProtocol, 127 stars) and Unreal Cpp Gameplay (ukanwat/overtime, 387 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
quodsoler (a GitHub user) maintains it in quodsoler/unreal-engine-skills, which has 362 GitHub stars. The repository holds 31 skills in this directory. The repository was last updated on September 28, 2026.
Source: quodsoler/unreal-engine-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.