How to Make an AnimBP with External Animations?

I would like to create a generalized AnimBP. The NPCs will share the same movement blendspace, but I want to have different animations for their activities (blacksmith, carpenter, etc.).

Instead of creating a new AnimBP for each NPC activity, I would like to store those animations in the NPC BP. Then the AnimBP calls on the character reference to get the activity animation.

I can get the animation from the character to the AnimBP, but I can’t figure out how to play the animation in a Sequence Player for the Output Animation Pose.

I think you can create a logic where you have a base ABP with default locomotion, then you can have a dedicated state machine for the NPC activity, but you’ll need to use a Linked Anim Layer to be able to switch sub-ABPs based on what the NPC activity.
The Linked anim Layer will eventually be a dedicated one for each activity, where you can build your custom logic for interaction and blend states.
Lyra is a good example of using Item Anim Layers and Linked Anim Layers, so I strongly suggest you to take a look at that and create a custom setup that will work as you described.

Thank you for this. I still haven’t looked too deeply at Lyra.

Currently, I’m using a fairly extensive State Machine. That Linked Anim Layer may be what I’m looking for.

I read through this documentation:

This is basically what I’m looking for. You have the solution.

And I like that this reduces memory size.

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