/ue-animation-system
Use this skill when working with Unreal Engine animation: AnimInstance, montage playback, blend space, state machine, anim notify, IK, AnimGraph, skeletal mesh, or linked anim graphs. See references/anim-notify-reference.md for notify patterns and references/locomotion-setup.md
$ npx -y skills add quodsoler/unreal-engine-skills --skill ue-animation-system --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/ue-animation-system
Context preview
The summary Claude sees to decide when to auto-load this skill.
Use this skill when working with Unreal Engine animation: AnimInstance, montage playback, blend space, state machine, anim notify, IK, AnimGraph, skeletal mesh, or linked anim graphs. See references/anim-notify-reference.md for notify patterns and references/locomotion-setup.md
SKILL.md
ue-animation-system.SKILL.mdname: ue-animation-system
description: "Use this skill when working with Unreal Engine animation: AnimInstance, montage playback, blend space, state machine, anim notify, IK, AnimGraph, skeletal mesh, or linked anim graphs. See references/anim-notify-reference.md for notify patterns and references/locomotion-setup.md for locomotion setup. For montage integration with GAS, see ue-gameplay-abilities."
metadata:
version: 1.0.0
UE Animation System
You are an expert in Unreal Engine's animation system.
Context Check
Read `.agents/ue-project-context.md` first. Note which plugins are enabled (Control Rig, Motion Matching, Full Body IK), whether GAS is in use, and the skeleton/character hierarchy.
Information to Gather
1. What animation need? (locomotion, ability, cinematic, IK, procedural) 2. C++ only, Blueprint only, or mixed? 3. Does the character use `ACharacter` with an existing `USkeletalMeshComponent`? 4. Is GAS active? (affects montage replication) 5. Multiplayer? (determines replication strategy) 6. Does the project use modular linked anim layers?
---
Architecture
ACharacter / AActor
└── USkeletalMeshComponent
└── UAnimInstance subclass
├── NativeInitializeAnimation() [setup, game thread]
├── NativeUpdateAnimation(float dt) [game thread]
├── NativeThreadSafeUpdateAnimation(dt) [worker thread]
├── FAnimInstanceProxy [worker thread eval]
└── Montage API / Linked LayersAnimation updates run in two phases. Game thread: `NativeUpdateAnimation` — safe to read gameplay state. Worker thread: blend tree evaluation. Write all shared state as `UPROPERTY() Transient` members in `NativeUpdateAnimation`; read those cached values in `NativeThreadSafeUpdateAnimation`.
---
AnimInstance
Subclass Pattern
// MyAnimInstance.h
UCLASS()
class MYGAME_API UMyAnimInstance : public UAnimInstance
{
GENERATED_BODY()
virtual void NativeInitializeAnimation() override;
virtual void NativeUpdateAnimation(float DeltaSeconds) override;
virtual void NativeThreadSafeUpdateAnimation(float DeltaSeconds) override;
protected:
UPROPERTY(Transient) TObjectPtr<ACharacter> OwningCharacter;
UPROPERTY(Transient) TObjectPtr<UCharacterMovementComponent> MovementComp;
UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
float Speed = 0.f;
UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
float Direction = 0.f;
UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
bool bIsInAir = false;
};// MyAnimInstance.cpp
void UMyAnimInstance::NativeInitializeAnimation()
{
Super::NativeInitializeAnimation(); // ALWAYS call super
OwningCharacter = Cast<ACharacter>(TryGetPawnOwner());
if (OwningCharacter)
MovementComp = OwningCharacter->GetCharacterMovement();
}
void UMyAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
{
Super::NativeUpdateAnimation(DeltaSeconds);
if (!OwningCharacter || !MovementComp) return;
const FVector Velocity = MovementComp->Velocity;
Speed = Velocity.Size2D();
bIsInAir = MovementComp->IsFalling();
if (Speed > 3.f)
{
const FRotator ActorRot = OwningCharacter->GetActorRotation();
const FRotator VelocityRot = Velocity.ToOrientationRotator();
Direction = UKismetMathLibrary::NormalizedDeltaRotator(
VelocityRot, ActorRot).Yaw;
}
}
void UMyAnimInstance::NativeThreadSafeUpdateAnimation(float DeltaSeconds)
{
Super::NativeThreadSafeUpdateAnimation(DeltaSeconds);
// Only read UPROPERTY members written in NativeUpdateAnimation above.
// Do NOT call any UObject functions not marked BlueprintThreadSafe.
}FAnimInstanceProxy — Thread-Safe Access
Heavy animation logic can run on worker threads via `NativeThreadSafeUpdateAnimation`. Access shared data through the proxy:
void UMyAnimInstance::NativeThreadSafeUpdateAnimation(float DeltaSeconds)
{
FMyAnimInstanceProxy& Proxy = GetProxyOnAnyThread<FMyAnimInstanceProxy>();
Proxy.Speed = Proxy.Velocity.Size();
Proxy.bIsFalling = Proxy.MovementMode == EMovementMode::MOVE_Falling;
}// FAnimInstanceProxy declaration — worker thread data container
USTRUCT()
struct FMyAnimInstanceProxy : public FAnimInstanceProxy
{
GENERATED_BODY()
FMyAnimInstanceProxy() = default;
explicit FMyAnimInstanceProxy(UAnimInstance* Instance) : FAnimInstanceProxy(Instance) {}
float Speed = 0.f;
FVector Velocity = FVector::ZeroVector;
TEnumAsByte<EMovementMode> MovementMode = MOVE_None;
virtual void PreUpdate(UAnimInstance* AnimInstance, float DeltaSeconds) override;
virtual void Update(float DeltaSeconds) override;
};
// In UMyAnimInstance: override CreateAnimInstanceProxy to return your proxy
virtual FAnimInstanceProxy* CreateAnimInstanceProxy() override
{ return new FMyAnimInstanceProxy(this); }The engine copies data between game thread and worker thread at safe sync points.
---
Montages
Source: `AnimMontage.h`, `AnimInstance.h`
Key API (`UAnimInstance`):
float Montage_Play(UAnimMontage*, float PlayRate=1.f,
EMontagePlayReturnType=MontageLength, float StartAt=0.f, bool bStopAll=true);
void Montage_Stop(float BlendOut, const UAnimMontage* Montage=nullptr);
void Montage_Pause(const UAnimMontage* Montage=nullptr);
void Montage_Resume(const UAnimMontage* Montage);
void Montage_JumpToSection(FName Section, const UAnimMontage* Montage=nullptr);
void Montage_SetNextSection(FName From, FName To, const UAnimMontage* Montage=nullptr);
bool Montage_IsActive(const UAnimMontage*) const;
bool Montage_IsPlaying(const UAnimMontage*) const;
FName Montage_GetCurrentSection(const UAnimMontage* Montage=nullptr) const;
float Montage_GetPosition(const UAnimMontage*) const;Playing + Delegate Pattern
void UMyComponent::PlayAttackMontage(UAnim
Read more
name: ue-animation-system description: "Use this skill when working with Unreal Engine animation: AnimInstance, montage playback, blend space, state machine, anim notify, IK, AnimGraph, skeletal mesh, or linked anim graphs. See references/anim-notify-reference.md for notify patterns and references/locomotion-setup.md for locomotion setup. For montage integration with GAS, see ue-gameplay-abilities." metadata: version: 1.0.0
UE Animation System
You are an expert in Unreal Engine's animation system.
Context Check
Read `.agents/ue-project-context.md` first. Note which plugins are enabled (Control Rig, Motion Matching, Full Body IK), whether GAS is in use, and the skeleton/character hierarchy.
Information to Gather
1. What animation need? (locomotion, ability, cinematic, IK, procedural) 2. C++ only, Blueprint only, or mixed? 3. Does the character use `ACharacter` with an existing `USkeletalMeshComponent`? 4. Is GAS active? (affects montage replication) 5. Multiplayer? (determines replication strategy) 6. Does the project use modular linked anim layers?
---
Architecture
ACharacter / AActor
└── USkeletalMeshComponent
└── UAnimInstance subclass
├── NativeInitializeAnimation() [setup, game thread]
├── NativeUpdateAnimation(float dt) [game thread]
├── NativeThreadSafeUpdateAnimation(dt) [worker thread]
├── FAnimInstanceProxy [worker thread eval]
└── Montage API / Linked LayersAnimation updates run in two phases. Game thread: `NativeUpdateAnimation` — safe to read gameplay state. Worker thread: blend tree evaluation. Write all shared state as `UPROPERTY() Transient` members in `NativeUpdateAnimation`; read those cached values in `NativeThreadSafeUpdateAnimation`.
---
AnimInstance
Subclass Pattern
// MyAnimInstance.h
UCLASS()
class MYGAME_API UMyAnimInstance : public UAnimInstance
{
GENERATED_BODY()
virtual void NativeInitializeAnimation() override;
virtual void NativeUpdateAnimation(float DeltaSeconds) override;
virtual void NativeThreadSafeUpdateAnimation(float DeltaSeconds) override;
protected:
UPROPERTY(Transient) TObjectPtr<ACharacter> OwningCharacter;
UPROPERTY(Transient) TObjectPtr<UCharacterMovementComponent> MovementComp;
UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
float Speed = 0.f;
UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
float Direction = 0.f;
UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
bool bIsInAir = false;
};// MyAnimInstance.cpp
void UMyAnimInstance::NativeInitializeAnimation()
{
Super::NativeInitializeAnimation(); // ALWAYS call super
OwningCharacter = Cast<ACharacter>(TryGetPawnOwner());
if (OwningCharacter)
MovementComp = OwningCharacter->GetCharacterMovement();
}
void UMyAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
{
Super::NativeUpdateAnimation(DeltaSeconds);
if (!OwningCharacter || !MovementComp) return;
const FVector Velocity = MovementComp->Velocity;
Speed = Velocity.Size2D();
bIsInAir = MovementComp->IsFalling();
if (Speed > 3.f)
{
const FRotator ActorRot = OwningCharacter->GetActorRotation();
const FRotator VelocityRot = Velocity.ToOrientationRotator();
Direction = UKismetMathLibrary::NormalizedDeltaRotator(
VelocityRot, ActorRot).Yaw;
}
}
void UMyAnimInstance::NativeThreadSafeUpdateAnimation(float DeltaSeconds)
{
Super::NativeThreadSafeUpdateAnimation(DeltaSeconds);
// Only read UPROPERTY members written in NativeUpdateAnimation above.
// Do NOT call any UObject functions not marked BlueprintThreadSafe.
}FAnimInstanceProxy — Thread-Safe Access
Heavy animation logic can run on worker threads via `NativeThreadSafeUpdateAnimation`. Access shared data through the proxy:
void UMyAnimInstance::NativeThreadSafeUpdateAnimation(float DeltaSeconds)
{
FMyAnimInstanceProxy& Proxy = GetProxyOnAnyThread<FMyAnimInstanceProxy>();
Proxy.Speed = Proxy.Velocity.Size();
Proxy.bIsFalling = Proxy.MovementMode == EMovementMode::MOVE_Falling;
}// FAnimInstanceProxy declaration — worker thread data container
USTRUCT()
struct FMyAnimInstanceProxy : public FAnimInstanceProxy
{
GENERATED_BODY()
FMyAnimInstanceProxy() = default;
explicit FMyAnimInstanceProxy(UAnimInstance* Instance) : FAnimInstanceProxy(Instance) {}
float Speed = 0.f;
FVector Velocity = FVector::ZeroVector;
TEnumAsByte<EMovementMode> MovementMode = MOVE_None;
virtual void PreUpdate(UAnimInstance* AnimInstance, float DeltaSeconds) override;
virtual void Update(float DeltaSeconds) override;
};
// In UMyAnimInstance: override CreateAnimInstanceProxy to return your proxy
virtual FAnimInstanceProxy* CreateAnimInstanceProxy() override
{ return new FMyAnimInstanceProxy(this); }The engine copies data between game thread and worker thread at safe sync points.
---
Montages
Source: `AnimMontage.h`, `AnimInstance.h`
Key API (`UAnimInstance`):
float Montage_Play(UAnimMontage*, float PlayRate=1.f,
EMontagePlayReturnType=MontageLength, float StartAt=0.f, bool bStopAll=true);
void Montage_Stop(float BlendOut, const UAnimMontage* Montage=nullptr);
void Montage_Pause(const UAnimMontage* Montage=nullptr);
void Montage_Resume(const UAnimMontage* Montage);
void Montage_JumpToSection(FName Section, const UAnimMontage* Montage=nullptr);
void Montage_SetNextSection(FName From, FName To, const UAnimMontage* Montage=nullptr);
bool Montage_IsActive(const UAnimMontage*) const;
bool Montage_IsPlaying(const UAnimMontage*) const;
FName Montage_GetCurrentSection(const UAnimMontage* Montage=nullptr) const;
float Montage_GetPosition(const UAnimMontage*) const;Playing + Delegate Pattern
void UMyComponent::PlayAttackMontage(UAnim
A collection of 27 AI agent skills for Unreal Engine C++ development. Built for game developers who want AI coding agents to help write correct, production-quality UE5 C++ code.
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Open skill - /ue-ai-navigation
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Open skill - /ue-audio-system
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Open skill

