Hello, I am on a project in UE5.5, 3rd person, I have 3 placed actors and one that spawns. I have the a BP wjere one one character collides with another, the controller switches to that character. I have a 120 animations. I want to apply the animations to all of the characters. What is the most efficient method of apply animations?
Great question — working with multiple characters and a shared animation library in **UE5.5** can definitely be streamlined with the right setup. Since you have **120 animations** and multiple characters (3 placed + 1 spawned), the **most efficient** method is to use **shared skeletons** and a **common Animation Blueprint**.
Here’s a breakdown of the most efficient approach:
—
### ✅ **1. Use a Shared Skeleton for All Characters**
Make sure that all your characters are rigged to the **same skeleton** (or at least compatible skeletons).
– If they were created from the same base mesh (like those from Mixamo or MetaHuman), they likely already use a shared skeleton.
– If not, you may need to **retarget** the animations to a common skeleton (more on this below).
### ✅ **2. Create a Common Animation Blueprint**
Instead of applying animations individually:
– **Create one Animation Blueprint** (`AnimBP_Main`) based on the shared skeleton.
– Inside it, manage states with a **State Machine**, and use **Animation Montages** for specific actions.
– Use **parameters** (e.g., `IsRunning`, `AttackIndex`, `EmoteType`) to drive which animation plays.
This allows **all characters to respond the same way**, using the same logic and data.
—
### ✅ **3. Retargeting Animations (if skeletons differ)**
If your characters do **not** share a skeleton:
1. Open the **IK Retargeter** in UE5.5:
– Create a **Retargeter** for your source skeleton (that has the 120 animations).
– Set the **target skeleton** for the other character(s).
2. Retarget animations in bulk to the target skeleton.
– This converts your animations to work with any other compatible skeletons.
This will ensure all characters have access to the same animation content.
—
### ✅ **4. Assign the Animation Blueprint at Runtime**
Each character (even dynamically spawned ones) can be assigned the shared `AnimBP_Main`.
#### In Blueprint:
– On `BeginPlay`, set:
“`blueprint
Mesh → Set Anim Instance Class → AnimBP_Main
“`
You can do this in the parent character class or override it per child class.
—
### ✅ **5. Drive Character-Specific Behavior (Optional)**
To keep animation **behavior flexible per character**, use variables:
– Add a `CharacterID` or `CharacterType` enum to your Character BP.
– Pass this value into the Animation Blueprint.
– Inside `AnimBP_Main`, use `Blend Poses by Enum` or custom logic to play unique animations for each character **when needed**, while still sharing most of the animation system.
—
### Summary: Most Efficient Setup
| Step | Action |
|——————————|————————————————————————|
| Shared Skeleton | Ensure all characters use the same skeleton. |
| Single Animation Blueprint | Create one, reusable AnimBP for all characters. |
| Retarget if Needed | Use IK Retargeter to convert animations to different skeletons. |
| Runtime Assignment | Set AnimBP on character spawn or in editor. |
| Custom Behavior (Optional) | Use parameters to customize animations by character. |
—
Would you like a walkthrough for setting up the shared AnimBP or the retargeting process in UE5.5?
Hello, I am on a project in UE5.5, 3rd person, I have 3 placed actors and one that spawns. I have the a BP wjere one one character collides with another, the controller switches to that character. I have a 120 animations. I want to apply the animations to all of the characters. What is the most efficient method of apply animations? They are all the same skeleton as the three are duplicates of the first 3rd person character.
Hi! Since you’re using Unreal Engine 5.5 and all your characters share the **same skeleton**, you’re in a great position to reuse animations efficiently. Here’s a streamlined and performant method to apply your 120 animations across all the characters in your project:
—
### ✅ **Efficient Method for Applying Animations to Multiple Characters with the Same Skeleton**
#### **Step 1: Confirm Shared Skeleton**
– Open one of the Skeletal Meshes in the Content Browser.
– In the Skeletal Mesh editor, check the **Skeleton** asset it references.
– Confirm all characters are referencing the **same Skeleton asset**. If not, you can right-click a mesh and **Assign Skeleton** (as long as the bone hierarchy is compatible).
—
### **Step 2: Use a Shared Animation Blueprint**
Instead of duplicating logic or animation assets across each character, create **one central Animation Blueprint**:
#### 1. **Create Animation Blueprint**
– Go to your `Content` folder.
– Right-click → **Animation** → **Animation Blueprint**.
– Choose the **common Skeleton** all characters use.
– Name it something like `ABP_ThirdPersonShared`.
#### 2. **Setup Animation Logic Once**
In `ABP_ThirdPersonShared`:
– Add a **state machine** and wire up your 120 animations (likely via blend spaces, sequences, montages, or layered blends).
– Use exposed **variables** (like `Speed`, `IsJumping`, `IsAttacking`) to control transitions.
– This way, any character that uses this Animation Blueprint will automatically animate the same way.
—
### **Step 3: Assign the Animation Blueprint to All Characters**
For each Skeletal Mesh Component (in character Blueprints):
– Open the character Blueprint (`BP_Character1`, `BP_Character2`, etc.).
– Select the Skeletal Mesh Component.
– In the **Details Panel**, set **Animation Mode** to `Use Animation Blueprint`.
– Assign `ABP_ThirdPersonShared` as the Anim Class.
Now, all characters are referencing and running the same animation logic.
—
### **Step 4: Driving the Animations**
If your characters have different behavior (AI vs Player), you can:
– Add logic to the **Animation Blueprint** to handle different inputs based on the controller.
– Or, create **child Animation Blueprints** that inherit from the shared one, and override parts as needed.
—
### Bonus Tips:
– ✅ If you’re using Montages (e.g., attacks, emotes), you can trigger them from any character by calling `Play Montage` on their Mesh.
– ✅ Consider using **Animation Layers** to modularize logic (movement, upper body actions, etc.).
– ⚠️ Avoid duplicating the 120 animations. **All characters can reuse them directly** due to the shared skeleton.
—
Would you like a quick walkthrough on setting up a shared state machine with movement and idle/attack states to get started?
The skeloton that all uses SKM_Quin is not on the list
Thanks for that detail. If your characters are all using `SKM_Quin` but **it’s not showing up in the skeleton selection list**, there are a few possibilities—and some solid ways to get things back on track.
—
### 🔍 **Likely Causes & Solutions for SKM_Quin Not Showing Up**
#### ✅ **1. It May Be a Retargeted or Duplicate Skeleton**
Sometimes, when assets are migrated or imported, UE5 creates **duplicate skeletons** with nearly identical names.
**To check this:**
– In the **Content Browser**, search:
`Skeleton` or `SKM_Quin_Skeleton`
– Find the actual **Skeleton asset** tied to `SKM_Quin`.
– Right-click `SKM_Quin` → **Skeleton** → click the magnifying glass to locate the correct Skeleton asset in the browser.
– Confirm it’s the same one used by your other characters.
—
#### ✅ **2. Reassign the Skeleton If It’s a Compatible One**
If one of your characters isn’t using the same exact Skeleton, but has an identical hierarchy:
– Right-click their Skeletal Mesh → **Assign Skeleton**.
– Choose the skeleton used by `SKM_Quin`.
> 🔧 Only meshes with **identical bone names and hierarchy** can share a skeleton. If they’re true duplicates of the third-person character, this should be fine.
—
#### ✅ **3. The Animations Are Not Yet Retargeted to SKM_Quin’s Skeleton**
If the 120 animations were made for another skeleton (e.g., UE4_Mannequin or MetaHuman), they won’t automatically show for `SKM_Quin`.
**To fix:**
– Use the **IK Retargeter** in UE5.5 to retarget the animations to `SKM_Quin`’s skeleton.
– This ensures all animations are usable and visible in the correct Animation Blueprint.
> Want a walkthrough for setting up the IK Retargeter for this?
—
#### ✅ **4. Create a New Animation Blueprint Using SKM_Quin’s Skeleton**
If you haven’t yet, you can explicitly create an Anim BP for that skeleton:
– Right-click → **Animation → Animation Blueprint**.
– Choose `SKM_Quin`’s skeleton from the list.
– If it doesn’t show up:
– Make sure you’re selecting the correct skeleton by browsing to it directly and creating the Anim BP from **right-clicking the Skeleton asset** itself.
—
### 🔄 Summary: What to Do Now
1. Verify that all character meshes truly share the same Skeleton.
2. Reassign skeletons where needed.
3. Retarget animations using IK Retargeter if they’re for a different skeleton.
4. Create a single shared Animation Blueprint for the correct skeleton.
—
Would you like help verifying which skeleton is used by each mesh and how to consolidate them onto `SKM_Quin`?
Should I change the parent calss AnimInstance to anything else?
Great question. In most cases — especially when sharing animations across multiple characters using the same skeleton — you can safely leave the **parent class as `AnimInstance`**, unless you have a specific reason to use something more advanced.
—
### ✅ **When to Use `AnimInstance` as the Parent Class**
Stick with `AnimInstance` if:
– You’re manually creating state machines, blendspaces, montages, and variables inside the Animation Blueprint.
– Your characters use standard Unreal character movement and inputs.
– You want full control over the animation logic.
> ✅ This is the **default and most flexible option**, and it’s perfect for your use case with `SKM_Quin` and shared animation logic.
—
### 🔁 **When to Use a Different Parent Class (Advanced Use)**
You *might* consider a different parent class if:
#### 🔹 `AnimInstanceDerived` or a **Custom AnimInstance Subclass**
– You’ve created your **own C++ subclass** of `UAnimInstance` to include custom logic or native integration.
– Example: `UMyGameAnimInstance` that handles special animation states or gameplay events.
#### 🔹 `AnimSharingInstance`
– You’re using **Animation Sharing** (a system built into UE5 for performance at scale).
– This is ideal for **hundreds of NPCs** that share animation behavior but don’t need full logic per character.
– Probably overkill unless you’re building a crowd system.
—
### Recommendation for You
For your 3rd-person game, using **`AnimInstance` as the parent class** is correct and efficient.
You only need to change it if:
– You’re inheriting from a custom C++ animation base.
– You’re implementing special features (like Animation Sharing or Gameplay Ability System integrations).
—
Would you like help setting up a base animation state machine in your shared `AnimInstance` to start driving locomotion, idle, jump, and attack states?
Ok. Step by step, one command at a time. I have opened the New BP calle BP_AnimateShared. There is one pin on the baord that says Output Pose. Next
Perfect — you’re in the **AnimGraph** of your new `BP_AnimateShared`. That “Output Pose” pin is where your final animation pose goes.
—
### ✅ **Step 1: Add a State Machine**
1. **Right-click anywhere** in the AnimGraph.
2. Type and select: `Add New State Machine`.
Let me know when you’ve done that, and I’ll guide you to the next step.
No Add new state
Great catch — Unreal Engine’s UI can be a little sneaky here.
Let’s do this instead:
—
### ✅ **Step 1 (Alternative): Add a State Machine the Correct Way**
1. In the **left-side panel**, click on the **AnimGraph tab** if you aren’t already there.
2. In the **AnimGraph graph area**, **Right-click** and type:
`State Machine`
3. From the options, choose:
➤ **”Add State Machine”** (not “New State”)
You should now see a node labeled **”New State Machine”** with an output pose pin.
Let me know once that’s in your graph, and I’ll walk you through hooking it up and building the states.
yes, for future reference do not use add – just say the pins name.
Understood — I’ll refer to pin or node names directly from now on. Thanks for that clarity.
—
### ✅ Step 2: Connect the `New State Machine` node to the `Output Pose` pin
1. **Drag a wire** from the output pin of `New State Machine`.
2. Connect it to the **Output Pose** pin.
This establishes the state machine as the source of your character’s animation pose.
Ready for the next step?
yes
Great.
—
### ✅ Step 3: Open the `New State Machine` node
1. **Double-click** on the `New State Machine` node.
This will open a new graph where you’ll define animation states like Idle, Walk, Run, etc.
Let me know once you’re inside the state machine graph.
yes
Awesome, you’re now inside the state machine.
—
### ✅ Step 4: Create a State for Idle/Walk/Run
1. **Right-click** in the empty area of the state machine graph.
2. Select **`Add State`**.
3. Name it something like **`IdleWalkRun`**.
This state will handle basic movement using a Blend Space.
Let me know once the state is in place.
yes
Perfect.
—
### ✅ Step 5: Open the `IdleWalkRun` state
1. **Double-click** the `IdleWalkRun` state node you just created.
You’ll now enter the animation logic for this state — where we’ll use a Blend Space to transition between idle, walking, and running.
Let me know when you’re inside the state.