🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "animation-system"}for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Animation Blueprint Skill
Loading skills: skills load through the engine's
AgentSkillToolset(ListSkills/GetSkills) — there is novibeue-skills-managertool. Run VibeUE services withexecute_python_code(unreal.AnimGraphService.<method>()); reach engine toolsets withcall_tool.
An AnimBP is a Blueprint. The state-machine/AnimGraph authoring here is VibeUE
AnimGraphService(intact). For its variables and compile, note VibeUE'sBlueprintServicewas trimmed: variable creation and blueprint compile moved to the engine toolseteditor_toolset.toolsets.blueprint.BlueprintTools(add_variable,compile_blueprint), called viacall_tool.BlueprintServicestill haslist_variables,get_variable_info,set_variable_default_value,variable_exists, components, and overridable functions. Bool fields on info structs drop the C++bprefix in Python — useis_pure,is_output,already_overridden(NOTb_is_pure); calldiscover_python_classto confirm field names rather than guessing.
⚠️ #1 GOTCHA — Transitions need a RULE or they NEVER fire
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:
pythonimport unreal abp = "/Game/ABP_Character" BT = "editor_toolset.toolsets.blueprint.BlueprintTools" # 1) Add the bool/float variable the rule reads, then COMPILE so it resolves. # Variable creation + compile are ENGINE BlueprintTools (call_tool), not VibeUE: call_tool(BT, "add_variable", {"blueprint": {"refPath": abp}, "variable_name": "bIsDead", "variable_type": "bool"}) call_tool(BT, "compile_blueprint", {"blueprint": {"refPath": abp}}) # (Run describe_toolset(BT) for exact arg names.) # 2) Draw the transition (VibeUE AnimGraphService) 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 rule
After authoring, always run validate_state_machine() (see below) and compile.
Critical Rules
Opening Animation States
Use AnimGraphService to navigate directly to states and graphs:
pythonimport 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
State machine names come from the node title, not the graph name. Use list_state_machines() to get the correct names:
pythonmachines = 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
⚠️ Case Sensitivity
All name lookups are case-insensitive, but prefer using exact names from introspection:
python# Both work: unreal.AnimGraphService.open_anim_state(path, "State Controller", "In Air Loop") unreal.AnimGraphService.open_anim_state(path, "state controller", "in air loop")
Workflows
Create Animation Blueprint
CRITICAL: AnimBlueprints require a skeleton reference. Always find the skeleton first.
pythonimport 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:
python# 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.
Discover Animation Blueprint Structure
pythonimport 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}")
List State Machines and States
pythonimport 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}")
Navigate to Specific State
pythonimport 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 )
Inspect Transitions
pythonimport 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")
Authoring State Machines (build / edit)
⭐ Fastest path: declarative build_state_machine
Build (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.
pythonimport unreal, json abp = "/Game/ABP_Character" BT = "editor_toolset.toolsets.blueprint.BlueprintTools" # Add the variables the rules read FIRST, then compile so the rules can resolve them. # Variable creation + compile are ENGINE BlueprintTools (call_tool), not VibeUE: call_tool(BT, "add_variable", {"blueprint": {"refPath": abp}, "variable_name": "Speed", "variable_type": "float"}) call_tool(BT, "add_variable", {"blueprint": {"refPath": abp}, "variable_name": "bAttack", "variable_type": "bool"}) call_tool(BT, "compile_blueprint", {"blueprint": {"refPath": 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.
Manual / incremental authoring
pythonimport 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) # Compile via engine BlueprintTools: call_tool("editor_toolset.toolsets.blueprint.BlueprintTools", "compile_blueprint", {"blueprint": {"refPath": abp}})
Verify before claiming success — validate_state_machine
pythonresult = 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.
Find Used Animation Sequences
pythonimport 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}")
Focus on Node by ID
pythonimport 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)
Data Structures
Python Naming Convention: C++ types like
FAnimStateMachineInfoare exposed asAnimStateMachineInfoin Python (noFprefix).
AnimStateMachineInfo
| 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 |
AnimStateInfo
| 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 |
AnimTransitionInfo
| 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 |
AnimStateMachineValidationResult
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) |
Driving bones directly — skeletal controls, no state machine
Not every AnimBP is a state machine. A spinning rotor, a windmill sail, a turret yaw, a rudder that follows a variable — all are a pose piped through Modify Bone nodes, which is a different graph shape and has its own traps.
The chain is always: a pose source → Local To Component → one Modify Bone per bone →
Component To Local → Output. Skeletal controls only operate in component space, and
connect_anim_nodes does not insert the space conversions for you.
pythonimport unreal AG, BS = unreal.AnimGraphService, unreal.BlueprintService PATH, G = "/Game/ABP_Windmill", "AnimGraph" REF = "SPAWN AnimGraphNode_LocalRefPose|Local Space Ref Pose" # no sequence needed L2C = "SPAWN AnimGraphNode_LocalToComponentSpace|Local To Component" C2L = "SPAWN AnimGraphNode_ComponentToLocalSpace|Component To Local" ref = BS.create_node_by_key(PATH, G, REF, -900, -80) l2c = BS.create_node_by_key(PATH, G, L2C, -640, -80) AG.connect_anim_nodes(PATH, G, ref, "Pose", l2c, "LocalPose") mb = AG.add_modify_bone_node(PATH, G, "sails", -340, -80) AG.connect_anim_nodes(PATH, G, l2c, "ComponentPose", mb, "ComponentPose") getter = BS.create_node_by_key(PATH, G, "SPAWN K2Node_VariableGet|Get SailRotation", -400, 200) BS.connect_nodes(PATH, G, getter, "SailRotation", mb, "Rotation") c2l = BS.create_node_by_key(PATH, G, C2L, 0, -80) AG.connect_anim_nodes(PATH, G, mb, "Pose", c2l, "ComponentPose") AG.connect_to_output_pose(PATH, G, c2l, "Pose")
Pin names to remember: LocalPose in / ComponentPose out on Local To Component; ComponentPose
in / Pose out on Modify Bone and Component To Local.
- Reconnecting a pose input replaces the old link. Pose inputs are 1:1, so
connect_anim_nodes(andconnect_to_output_pose) to an already-wired single-link input now breaks the existing link and wires the new source in its place — no need todisconnect_anim_node(node, "Pose")first — and returnsFalse(logging a Warning with the schema's reason) when the schema refuses. Previously it stacked an illegal second link that compiled the AnimBP toBS_ERRORwith an empty error list.
⚠️ Modify Bone ignores its Rotation pin until you set the mode
add_modify_bone_node creates the node with rotation_mode, translation_mode and scale_mode all
set to Ignore. You can connect the Rotation pin, compile clean, and see absolutely nothing move —
there is no warning. Set the mode on the node's inner node struct after creating it:
pythonfor i in range(0, 12): o = unreal.find_object(None, f"{PATH}.{name}:{G}.AnimGraphNode_ModifyBone_{i}") if not o: continue n = o.get_editor_property("node") n.set_editor_property("rotation_mode", unreal.BoneModificationMode.BMM_ADDITIVE) n.set_editor_property("rotation_space", unreal.BoneControlSpace.BCS_COMPONENT_SPACE) n.set_editor_property("translation_mode", unreal.BoneModificationMode.BMM_IGNORE) n.set_editor_property("scale_mode", unreal.BoneModificationMode.BMM_IGNORE) o.set_editor_property("node", n) # write the struct back, or the change is lost
BMM_ADDITIVE and BMM_REPLACE behave identically when the bone is at identity in the ref pose.
⚠️ Variable getter names differ between BP variables and C++ properties
create_node_by_key needs the spawner key, which embeds the node's display name, and the two
kinds of variable are spelled differently:
| Variable lives on | Display name | Spawner key |
|---|---|---|
The AnimBP itself (add_member_variable) | Get SailRotation | SPAWN K2Node_VariableGet|Get SailRotation |
A C++ UAnimInstance subclass | Get Sail Rotation (spaced) | SPAWN K2Node_VariableGet|Get Sail Rotation |
Never hard-code either — discover_nodes(PATH, "SailRotation", "", 20) and match on display_name,
which works for both.
Continuous motion without an animation asset
Put the accumulator in the AnimBP's EventGraph on Event Blueprint Update Animation (its
DeltaTimeX pin), write a float, and convert it to the Rotator the Modify Bone reads:
DeltaTimeX ─┐ ├─ float * float ─ float * float ─┐ (RPM → deg/sec is × 6) SpinRPM ────┘ 6.0 ─────────┤ ├─ float + float ─→ SET SailAngle SailAngle (get) ──────────────────────────────┘ SailAngle (get) ─→ MakeRotator(Roll=) ─→ SET SailRotation
Float maths nodes are FUNC KismetMathLibrary::Multiply_DoubleDouble and ::Add_DoubleDouble
(display names float * float / float + float) — Blueprint "float" is a double in UE5.
MakeRotator is FUNC KismetMathLibrary::MakeRotator with pins Roll, Pitch, Yaw.
Verify it is actually running rather than trusting the compile: in PIE read the variable off the live
instance, twice, in separate execute_python_code calls (see the pie-testing skill — Python
blocks the game thread, so a sampling loop inside one call returns the same value every time).
pythoncomp = actor.get_components_by_class(unreal.SkeletalMeshComponent)[0] ai = comp.get_anim_instance() print(ai.get_editor_property("SailAngle"), comp.get_socket_rotation("sails").roll)
Common Patterns
Check if Asset is AnimBP
pythonimport 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")
Iterate All States Across All Machines
pythonimport 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}")
Sample scripts (run via execute_python_code)
scripts/build_state_machine.txt— add a state machine with two states, set state animations, add a transition, compile.
Additional gotchas
connect_anim_nodesreplaces an existing pose link on the target input rather than erroring; it returns False if the schema refuses the connection, so check the return instead of hunting for aBS_ERRORwith an empty error list.


