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Multiple Animation Blueprints

Currently, I'm building an action game and in that action game I have certain abilities that are not restricted to a character's basic weapon. A lot of abilities are tied to one weapon or the other but there are a number of abilities that exist external to those weapons. Given that, I would want those abilities to have more or less the same animation regardless of which weapon is equipped.

So, I would like to know how it would be possible to use multiple animation blueprints together. Say for example, one animation blueprint has the basic moveset for one of the weapons where the other animation blueprint contains these external abilities and both run concurrently. How would I do that?

Product Version: UE 4.13
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asked May 23 '18 at 09:12 PM in Blueprint Scripting

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2 answers: sort voted first

I don't see why you can't have it all inside one animbp. I would have all your state's inside a state machine and use animation montages for stuff that only happen once like attacks and abilities.

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answered May 23 '18 at 10:28 PM

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avatar image OmegaRunner May 23 '18 at 10:34 PM

Well, the combat system is a bit more complicated than average and the animation blueprint I have is already filled to burst with unique animations. I'm just looking for a way to simplify what I have.

avatar image Atornity May 23 '18 at 10:37 PM

I don't think it's possible. Emh, I could try and help you simplify your stuff tho

avatar image OmegaRunner May 23 '18 at 10:43 PM

Okay, I'll take you up on that.

avatar image DamianUnreal Sep 28 '18 at 11:43 AM

was this possible in the end? or was it possible to merge the anim bps into one? Im trying this with the dynamic combat system and the dynamic ledge climbing system

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Okay just a quick update. The bad news, I never found a way to make this work. Multiple animation blueprints can't work together as far as I know and a single animation blueprint just causes too many problems if you have too many states. The good news is that you don't need a large animation blueprint for a combat system as long as you use Animation Montages for attacks.

Generally the best solution is to use the animation blueprint for mobility options such as running, jumping, climbing, or flying, and then use anim montages when the character uses attacks or quick evasive maneuvers. When Atornity first suggested it, I didn't think it would work but then I actually tried it and it ended up working like a charm. I don't want to turn this into a sponsorship or anything but the youtube channel in the following link is actually where I figured out how to do combos from within blueprints using anim montages.


If you learn from most others on youtube for this you're likely to learn from anim blueprints which isn't good for an action game specifically.

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answered Sep 28 '18 at 05:24 PM

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avatar image DamianUnreal Sep 28 '18 at 06:58 PM

Hi OmegaRunner,

Thank you for that information, I'm not too let down be informed of that as I was half anticipating I had a complicated job ahead of me haha.

I will most certainly check out President Nelson, I learn must of my stuff from youtube and Pluralsight anyway!


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