In UE6 the Animation Blueprint is gone: animation now lives in UAF (Unreal Animation Framework, formerly AnimNext) on RigVM, while gameplay logic moves to Verse on the VerseVM. Reading the ue6-main source, this tutorial explains how the old ABP’s job is split between the two — and how far the Verse-facing animation API actually goes today.
You’ll see how a Verse modifier(skeleton) is handed to the UAF AnimGraph via FUAFGraphFactoryAsset_SkeletonModifier, and the current state of the bridge: Verse → UAF playback and blend control work (PlaySkeletalAnimation, Easeable), but UAF → Verse notifications — AnimNotify, state transitions, root motion — aren’t exposed to Verse yet. It also places RigVM (ControlRig, UAF, Chooser) and clarifies how UAFChooser extends the existing Chooser.
Everything is a snapshot of Experimental ue6-main code (commit ef011d7a), with confirmed facts and inferences kept clearly separate.
(Covers UE6/ue6-main; tagged to the newest selectable version.)
https://dev.epicgames.com/community/learning/tutorials/x1zp/unreal-engine-how-ue6-splits-animation-between-verse-and-uaf-animnext