Animating Multiple Bones Dynamically in AnimBP via Actor BP Input (Layered on Idle Animation)

Hi everyone,

I’m working on a character setup in Unreal Engine where I’m trying to dynamically animate specific bones on top of an already playing idle animation and I’m triggering bone-level animation from the Actor Blueprint during runtime.

I have an Actor_BP where I detect a key press (e.g., pressing 1). This triggers a Custom Event that communicates with the Anim BP. Inside the AnimBP, I’m using a variable (e.g., Neck_01) to drive a Transform (Modify) Bone node. I already have an idle animation playing which is connected to Output Pose, so the value is getting ready in the Event Graph of the Anim_BP but the value is not getting updated in the Anim Graph. Please help.

Later I would like to animate multiple bones using this method using an array maybe so the animation has more control over each bones. I have shared the Blueprint setup of my Current setup.

In the Transform Bone node the setting from the rotation is set to Ignore, Add to existing or Replace?

Even if I set the Rotation Mode to Replace or Add to existing it does not make a difference unfortunately.

First don’t use that node, use Control Rig especially if you’re planning to use joint chains.

Second, are you able to get values from the custom event? Is the BP trigger updating the AnimBP custom event with a proper rotation value?

By the looks of it you should see the print with the value, so if the value is properly sent the issue is with the way the rotation is applied, otherwise there’s something going on with the BP to AnimBP data.

In addition to that don’t use Cast, use a BP Interface :wink:

Can you please share the node setup of what that might look like ?

Yes it it updating with the same values sent from the Actor BP to the Anim BP.

What am trying to do is move the neck around when the character is in idle state with some random values so later on I would drive other bones of the body rig so keeping that in mind i don’t think BP interface would be the right way or i might be wrong i haven’t tried the BP interface for this application at least.

It is working , the issue was plugging the Transform Modify Bone node directly to the Output pose which was overriding the main poses. So i used a Blend Poses by bool and connected it with the other animations which i have before the Output Pose.

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