Appearance
How to set up MotionAnimInstance
Use this guide when an Animation Blueprint should consume Motion movement tags and ground data.
Set the parent class
- Create or open the character Animation Blueprint.
- Open Class Settings.
- Set Parent Class to
MotionAnimInstance. - Compile the Animation Blueprint.
Map GameplayTags to variables
- Open the Animation Blueprint Class Defaults.
- Find
GameplayTagPropertyMap. - Add entries for the tags your graph needs.
Common mappings:
| GameplayTag | Property | Type |
|---|---|---|
Motion.State.Walking | bIsWalking | Boolean |
Motion.State.Sprinting | bIsSprinting | Boolean |
Motion.State.Crouching | bIsCrouching | Boolean |
Motion.State.Jumping | bIsJumping | Boolean |
Motion.State.StaminaDepleted | bIsStaminaDepleted | Boolean |
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
GroundDistancefor landing preparation or foot IK. - Use
CurrentFirstPersonItemConfigwhen item-linked animation logic needs the active local item config.
Verify binding
- Start PIE.
- Check
bIsAbilitySystemBound. - If it remains false, confirm the PlayerState exposes an ASC through
IAbilitySystemInterface. - Enable logs if binding is delayed:
bash
log LogMotionAnimation Verbose
log LogMotionCore Verbose
showdebug abilitysystem