Help with Switching Models and Animations in Unreal Engine 5

Hello everyone,

I’m pretty new to UE and I’m trying to learn something by doing a little Pokemon project.

Specifically, I want to implement a system for dynamic switching of Pokémon models and animations. Currently, I am using Unreal Engine 5, and I am looking to utilize inheritance and/or interfaces to handle the logic in a modular way, especially if I need to manage numerous models and animations.

In my project, I have specific character blueprints associated with some Pokémon each with a function that calls its attack animation, and I would like to allow the player to switch the Pokémon by pressing the a key and perform different attack animations by pressing the F key for each Pokémon. I have successfully imported the models and animations.

I have managed to achieve some degree of functionality, but I am having a hard time handling the dynamic switching of models and animations, especially when considering a more scalable approach using inheritance and/or interfaces.

I was wondering if someone could kindly point me to an example or a step-by-step guide on how to implement this specific feature within the context of Unreal Engine 5.0.3 Blueprints. Any help, advice, or resources would be greatly appreciated.

Thank you in advance!

Hey @Alex1806890! Welcome to the Forums!

It’s a little hard to tell what specifically you need from the context given. Can you go into detail about how precisely this is supposed to look/work? Also, could you share what you have so far?

Also, unfortunately, it is very unlikely that there will be am exact step by step tutorial for such a niche use, but if we had a more in depth explanation we could possibly point you to the elements and features you need that could be tied together to make your switched attack system.

Any additional specifics you provides may go a long way in solving your problem!