Propagating Sync Groups to Linked Anim Graphs

I was debugging an issue where, after moving a Blend Space Graph (Blend Spaces in Animation Blueprints in Unreal Engine | Unreal Engine 5.0 Documentation) to a Linked Anim Graph, so I can make it re-usable, I noticed that Sync Groups do not propagate from the Main Anim Instance to the linked Anim Graph.

I’ve tried various things, but looking at the code, a Linked Anim Graph is it’s own instance of a UAnimInstance, and thus has its own context for Sync Groups.

On the one hand, this is awesome, as you can locally sync animations, without forcing that on whichever Anim Instance is linking to it. However, in some case you want to propagate a sync group into Linked Anim Graphs.

Has anyone seen this before and figured out a solution that does not involve not using Linked Anim Graphs?

Hi Lennard,
I am trying the same thing on 5.1.1., I didn’t dig very deep but it basically seems to work using the same sync-group name.

I’ve tried most settings and setting the external BS to “always leader” in the sync-group section seems to give the best results.

Also maybe this makes a difference (maybe not) - in the main graph from which I go into the external animBP in the LinkedAnimGraph node I’ve checked these properties
[x] Receive Notifies from Linked Instances
[x] Propagate Notifies to Linked instances

The problem I couldn’t find is (independent of external or internal BS with sync-group) is that I sometimes get a phase jump. e.g. when going from a walk-cycle with 3 different cycles to a stop or turn using the same sync-group doesn’t always start from the beginning (even when I check reset on entry)