Collapse nodes in anim graph?

I’m making a large, complicated network of procedural bone controls but my anim graph is getting a bit unmanageable and illegible.

Normally, I’d collapse nodes and refactor into functions, but this doesn’t seem to be an option for anim graphs.

Now, I’m pretty new to the UE4 animation graphing system so maybe I just don’t know how, so could anyone be so kind as to offer some advice with regards to anim graph management?

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Bumping this.

Anim graph is huge and unwieldy. I’d really like something like this to be implemented. :slight_smile:

How do you guys handle huge graph sections in the anim graph?

I’ll bump again. This is superbly important to me.

Hello ,

I was looking over your thread and I thought that this sounded like it would make a good feature request. I have written up a a report ( UE-14147) and I have submitted to the developers for further consideration. Thank you for your time and information.

Make it a great day

Thank you Rudy, I really appreciate that.

any news on this guys?

HI! I see that Collapsing anim graph node has been submitted since 2015, we still don’t have this option in 4.18.1. Just wanted to check if it’s still predicted to be added as a feature?

Bump. It is difficult to navigate in my anim graph without this feature

I know this is an old thread, but you could use linked anim graphs. They work sort of like collapsed nodes, but you have to pass variables and other stuff through the input. This way you can separate large parts of the anim graph.

As collapse nodes isn’t available in the anim graph (but is in the EventGraph) i found this to be the best solution so far.

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I come from the future, it is still not possible to collapse nodes inside the AnimBP.

I’m trying State Machines with single state inside rn. Just create a State Machine and copy your nodes into a State there. Works fine so far

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You could use Animation Layers.