Animation blueprint good practices

Hi everyone!

I’m currently working on a project that is getting really big with animations. For every animation, we have to add a lot of transitions and it’s getting hard to read. We have a big amount of transition states and we are trying to get a better way to order/handle this. We currently have it all on a single animation state, and we know that using different animation states could be a solution, but we don’t know how to order it correctly, especially with states that could be on both animation states. Any ideas or good practice tips that we should follow?

Thanks!

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Here you can see an example of what I’m talking about.

When you are on 5.0 you can try using the Aliases.
The new 3rd person template have them in the Main States (it has a separate one for the locomotion)

You can also try what is done in StackOBot where there are separate ones for GroundMovement and air movement.


And you could also put state machines inside state machines.
If you are on 5.0 I would probably start looking into the aliases and try to separate the parts step by step

It’s definitely good practice to try to make it modular. Also better for debugging and testing. You can isolate problems faster by bypassing some and focus on the issue.

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