I’m working on a modular character in UE5 where the body and head use separate skeletal meshes and separate Anim Blueprints.
The body AnimBP is quite complex and contains:
-
Multiple idle variations
-
Walk / run / jump locomotion
-
Crouch
-
Upper-body and lower-body blending
-
Interaction animations
-
Various gameplay states
The head AnimBP is much simpler. We only have custom head animations for a small subset of body animations (for example some idle variations, walk, run, and jump). Most body animations do not require any special head animation.
For example:
Body Idle_A -> Head Idle_A
Body Idle_B -> Head Idle_B
Body Walk -> Head Walk
Body Run -> Head Run
Body Jump -> Head Jump
Body Interact -> No special head animation
Body Emote_X -> No special head animation
I’m trying to avoid duplicating the entire body state machine inside the head AnimBP.
What is the most scalable production-proven approach for this?
Some options I’m considering:
-
Body state drives a simplified HeadState enum.
-
Gameplay Tags drive head animation selection.
-
Animation Layers / Linked Anim Layers.
-
Sync Groups or other animation synchronization features.
How would you implement this in a commercial project with a large and evolving body animation graph?
Any examples or best practices would be greatly appreciated.