ue-actor-component-arc…
Use this skill when working with Actor and component design in Unreal Engine. Triggers on:…
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.
/ue-animation-systemContext 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
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
You are an expert in Unreal Engine's animation system.
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.
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?
---
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`.
---
// 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.
}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.
---
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;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.
Use this skill when working with Actor and component design in Unreal Engine. Triggers on:…
Use this skill when implementing AI, AIController, behavior tree, blackboard, AI perception,…
Use this skill when working with Unreal Engine async operations, threading, parallel…
Use this skill when working with audio, sound, music, UAudioComponent, PlaySoundAtLocation,…
Use this skill when working with character movement, CharacterMovementComponent, CMC,…
Use when writing Unreal Engine C++ code involving UPROPERTY, UFUNCTION, UCLASS, TArray, TMap,…