Content/Skills/animation-blueprint/SKILL.md
Navigate, inspect AND author Animation Blueprints, state machines, states, transitions and transition rules
npx skillsauth add kevinpbuckley/vibeue animation-blueprintInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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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:
import unreal
abp = "/Game/ABP_Character"
# 1) Add the bool/float variable the rule reads (on the AnimBP), then COMPILE so it resolves
unreal.BlueprintService.add_variable(abp, "bIsDead", "bool")
unreal.BlueprintService.compile_blueprint(abp)
# 2) Draw the transition
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_equalset_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 ruleAfter authoring, always run validate_state_machine() (see below) and compile.
Use AnimGraphService to navigate directly to states and graphs:
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 come from the node title, not the graph name. Use list_state_machines() to get the correct names:
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
All name lookups are case-insensitive, but prefer using exact names from introspection:
# Both work:
unreal.AnimGraphService.open_anim_state(path, "State Controller", "In Air Loop")
unreal.AnimGraphService.open_anim_state(path, "state controller", "in air loop")
CRITICAL: AnimBlueprints require a skeleton reference. Always find the skeleton first.
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:
# 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.
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}")
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}")
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
)
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")
build_state_machineBuild (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.
import unreal, json
abp = "/Game/ABP_Character"
# Add the variables the rules read FIRST, then compile so the rules can resolve them
unreal.BlueprintService.add_variable(abp, "Speed", "float")
unreal.BlueprintService.add_variable(abp, "bAttack", "bool")
unreal.BlueprintService.compile_blueprint(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.
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)
unreal.BlueprintService.compile_blueprint(abp)
validate_state_machineresult = 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.
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}")
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)
Python Naming Convention: C++ types like
FAnimStateMachineInfoare exposed asAnimStateMachineInfoin Python (noFprefix).
| Property | Type | Description |
|----------|------|-------------|
| machine_name | string | Display name of the state machine |
| node_id | string | Node GUID |
| state_count | int | Number of states |
| parent_graph_name | string | Graph containing this machine |
| Property | Type | Description |
|----------|------|-------------|
| state_name | string | Display name of the state |
| node_id | string | Node GUID |
| state_type | string | "State", "Conduit", "Entry" |
| is_end_state | bool | True if no outgoing transitions |
| pos_x | float | X position in graph |
| pos_y | float | Y position in graph |
| Property | Type | Description |
|----------|------|-------------|
| transition_name | string | Display name |
| node_id | string | Node GUID |
| source_state | string | Source state name |
| dest_state | string | Destination state name |
| priority | int | Priority (lower = higher) |
| blend_duration | float | Crossfade time in seconds |
| is_automatic | bool | Auto-transition based on sequence |
| rule_type | string | None (inert), Bool, Comparison, Automatic, Custom |
| rule_variable | string | Bound variable name (for Bool/Comparison rules) |
| rule_summary | string | Human-readable rule, e.g. Speed > 150, bIsDead == true |
| has_rule | bool | False = inert (never fires). True = transition can fire |
Returned by validate_state_machine().
| Property | Type | Description |
|----------|------|-------------|
| is_valid | bool | True when there are no blocking errors |
| state_count | int | Number of states |
| transition_count | int | Number of transitions |
| errors | [string] | Blocking problems (inert transitions, no entry state) |
| warnings | [string] | Non-blocking issues (unreachable states, states with no animation) |
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")
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}")
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