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How to set up MotionAnimInstance

Use this guide when an Animation Blueprint should consume Motion movement tags and ground data.

Set the parent class

  1. Create or open the character Animation Blueprint.
  2. Open Class Settings.
  3. Set Parent Class to MotionAnimInstance.
  4. Compile the Animation Blueprint.

Map GameplayTags to variables

  1. Open the Animation Blueprint Class Defaults.
  2. Find GameplayTagPropertyMap.
  3. Add entries for the tags your graph needs.

Common mappings:

GameplayTagPropertyType
Motion.State.WalkingbIsWalkingBoolean
Motion.State.SprintingbIsSprintingBoolean
Motion.State.CrouchingbIsCrouchingBoolean
Motion.State.JumpingbIsJumpingBoolean
Motion.State.StaminaDepletedbIsStaminaDepletedBoolean

The properties must already exist in the Animation Blueprint and match the expected type.

Use Motion data in the graph

  • Use mapped booleans for state machine transitions.
  • Use GroundDistance for landing preparation or foot IK.
  • Use CurrentFirstPersonItemConfig when item-linked animation logic needs the active local item config.

Verify binding

  1. Start PIE.
  2. Check bIsAbilitySystemBound.
  3. If it remains false, confirm the PlayerState exposes an ASC through IAbilitySystemInterface.
  4. Enable logs if binding is delayed:
bash
log LogMotionAnimation Verbose
log LogMotionCore Verbose
showdebug abilitysystem

Motion - Advanced First Person Character Controller