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?
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.
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?
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.