Hi everyone,
After browsing the forum and issues.unrealengine.com, I haven’t found a satisfactory answer to the following question:
Why is it that when overriding an Animation Blueprint A with an Animation Blueprint B, there’s no way to access the main Anim Graph or create a new Anim layer graph?
This limitation poses particular problems in two scenarios:
1. Animation Blueprint Templates
The purpose of a template is to provide a robust foundational base for your animations. If the graphs in this template—the main Anim Graph as well as any Anim layer graphs—cannot later be modified or extended due to these restrictions, its overall usability is severely limited.
2. Animation Interface Layers
While various posts address very specific cases (for instance, scenarios where the skeleton changes between the parent and child blueprints), they do not tackle the core issues I see:
- Overriding and modifying the parent’s interface Anim layer graphs:
We cannot override or modify the interface’s Anim layer graphs inherited from the parent blueprint via the child blueprint. - Adding a non-interfaced Anim layer graph:
In an Animation Blueprint that has a parent, it is impossible to add a completely new Anim layer graph independent of any interface. Notably, it is possible to implement a new interface (different from the one declared in the parent blueprint) solely in the child blueprint that permits you to modify a specific Anim layer graph. However, despite this capability to augment or alter an existing Anim layer graph via a child-specific interface, you are still prevented from creating an entirely new Anim layer graph within the same child blueprint.
In other words: if the main Anim Graph were simply bound exclusively to the parent blueprint, that would be disappointing but understandable. However, since we clearly have the option to edit certain Anim layer graphs in the child via an additional Anim layer interface, it is perplexing—and to me, indicative of a bug—that we are not allowed to add a non-interfaced Anim layer graph in the child blueprint.
I’ve also come across some workaround approaches, though they are far from ideal:
- Using Sequence Players and “Pinning” the Anim Sequence:
In cases where Anim Sequences or Blend Spaces are used, this method requires setting up an Anim Sequence, a Blend Space, and specific coordinates for that Blend Space—just for one instance. Additionally, when handling animations converted to Single Frame Anim Players, the sheer number of variables you need to configure becomes overwhelming. - Implementing a Second Interface:
One can add another interface to modify the layer graphs, but this approach is impractical. Not only does it lead to managing a multitude of interfaces (contradicting the goal of centralized control), but it still does not allow the creation of a new Anim Graph in the child blueprint.
I’d appreciate any insights or suggestions that might help resolve this issue.
Thanks in advance,