How to switch character animations using a UMG Dropdown in UE 4.27 (Blueprints)?

I am trying to switch a character’s animations (Idle, Walk, Run, etc.) using a Dropdown Menu (ComboBox) created in UMG, fully through Blueprints.

I have searched YouTube and documentation but couldn’t find a clear, complete, step-by-step explanation of this workflow, especially how to properly connect:

  • UMG Dropdown (ComboBox)

  • Character Blueprint

  • Animation Blueprint

Most tutorials either:

  • Only show animation switching via input keys, or

  • Skip important setup details (references, variables, best practices)

I’m specifically looking for a Blueprint-only, best-practice approach to:

  • Populate the dropdown with animation names

  • Detect dropdown selection changes

  • Trigger the selected animation on the character via the Animation Blueprint

If anyone can explain the correct setup or share a reliable tutorial/resource, it would be greatly appreciated.

Thank you.

No reply? Can anyone [lease provide any rough idea how to approach it. I tried different approach. Chatgpt has given tons of solution but not a single one of them is working

Hello @Imran_Ahmed, Welcome to forums!
I don’t know much about animations, but here’s a possible solution for what you’re trying to achieve

First, create an enum with all the states you want to handle. In this example, I used: Idle, Run, Crouch, and NewAnimation

Then, in your ThirdPersonCharacter, create a variable of the enum type you defined earlier (in my example, E_Animation)

After that, in the Widget, create a ComboBox, and in Content → Default Options, add the animations you want to be able to select

In the Widget Graph, use the On Selection Changed event from the ComboBox. From there, call a Switch on String, cast to ThirdPersonCharacter, and based on the selected option, set the corresponding enum value

Finally, in your ThirdPersonAnimBP, create a variable called CurrentAnimation of type E_Animation (the same enum you created before). From As ThirdPersonCharacter, get the value of E_Animation and assign it to this variable.

Inside the Idle / Run state, do a Get of CurrentAnimation and connect it to a Blend Poses, where you can right-click and add the enum options you need


With this setup, you should be able to choose the animation you want directly from the ComboBox.

Hope it helps!

Thanks for the reply. I will try your solution. Thanks again