| name | animation-blueprint |
| display_name | Animation Blueprints |
| description | Navigate, inspect, and author Animation Blueprints — state machines, states, transitions, and transition rules (AnimGraphService). Use when the user asks to create or edit an Animation Blueprint/AnimBP, add a state machine or states, wire transitions between states, set a state's animation, or inspect AnimGraph structure. |
| vibeue_classes | ["AnimGraphService","AssetDiscoveryService","BlueprintService"] |
| unreal_classes | ["EditorAssetLibrary"] |
| keywords | ["animation","animblueprint","abp","state machine","state","transition","transition rule","animgraph","locomotion","combat","authoring"] |
🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "animation-system"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Animation Blueprint Skill
Loading skills: skills load through the engine's AgentSkillToolset (ListSkills/GetSkills) —
there is no vibeue-skills-manager tool. Run VibeUE services with execute_python_code
(unreal.AnimGraphService.<method>()); reach engine toolsets with call_tool.
An AnimBP is a Blueprint. The state-machine/AnimGraph authoring here is VibeUE
AnimGraphService (intact). For its variables and compile, note VibeUE's BlueprintService
was trimmed: variable creation and blueprint compile moved to the engine toolset
editor_toolset.toolsets.blueprint.BlueprintTools (add_variable, compile_blueprint), called via
call_tool. BlueprintService still has list_variables, get_variable_info,
set_variable_default_value, variable_exists, components, and overridable functions. Bool fields
on info structs drop the C++ b prefix in Python — use is_pure, is_output, already_overridden
(NOT b_is_pure); call discover_python_class to confirm field names rather than guessing.
⚠️ #1 GOTCHA — Transitions need a RULE or they NEVER fire
add_transition() only draws the arrow between two states. The transition's rule graph
starts empty, which evaluates to false, so the transition is inert — the state
machine will never move. You MUST set a rule on every transition:
import unreal
abp = "/Game/ABP_Character"
BT = "editor_toolset.toolsets.blueprint.BlueprintTools"
call_tool(BT, "add_variable", {"blueprint": {"refPath": abp}, "variable_name": "bIsDead", "variable_type": "bool"})
call_tool(BT, "compile_blueprint", {"blueprint": {"refPath": abp}})
unreal.AnimGraphService.add_transition(abp, "Locomotion", "Idle", "Dead", 0.2)
unreal.AnimGraphService.set_transition_rule_from_bool(abp, "Locomotion", "Idle", "Dead", "bIsDead")
Rule options:
set_transition_rule_from_bool(abp, machine, src, dst, bool_var, invert=False)
set_transition_rule_comparison(abp, machine, src, dst, float_var, op, value) — op ∈ greater/less/greater_equal/less_equal/equal/not_equal
set_transition_rule_automatic(abp, machine, src, dst, trigger_time=-1.0) — fires when the source state's animation is (almost) finished; perfect for one-shots (attack→idle)
clear_transition_rule(...) — non-destructively reset a rule
After authoring, always run validate_state_machine() (see below) and compile.
Critical Rules
Opening Animation States
Use AnimGraphService to navigate directly to states and graphs:
import unreal
unreal.AnimGraphService.open_anim_graph("/Game/ABP_Character", "AnimGraph")
unreal.AnimGraphService.open_anim_state("/Game/ABP_Character", "Locomotion", "IdleLoop")
unreal.AnimGraphService.open_transition("/Game/ABP_Character", "Locomotion", "Idle", "Walk")
⚠️ State Machine Names
State machine names come from the node title, not the graph name. Use list_state_machines() to get the correct names:
machines = unreal.AnimGraphService.list_state_machines("/Game/ABP_Character")
for m in machines:
print(f"Machine: {m.machine_name}")
⚠️ Case Sensitivity
All name lookups are case-insensitive, but prefer using exact names from introspection:
unreal.AnimGraphService.open_anim_state(path, "State Controller", "In Air Loop")
unreal.AnimGraphService.open_anim_state(path, "state controller", "in air loop")
Workflows
Create Animation Blueprint
CRITICAL: AnimBlueprints require a skeleton reference. Always find the skeleton first.
import unreal
ref_bp_path = "/Game/Blueprints/SandboxCharacter_CMC_ABP"
if unreal.EditorAssetLibrary.does_asset_exist(ref_bp_path):
ref_bp = unreal.load_asset(ref_bp_path)
skeleton = ref_bp.get_editor_property('target_skeleton')
skeleton_path = skeleton.get_path_name()
print(f"Using skeleton: {skeleton_path}")
else:
skeleton_path = "/Game/Characters/UEFN_Mannequin/Meshes/SK_UEFN_Mannequin"
skeleton = unreal.load_asset(skeleton_path)
asset_path = "/Game/Tests/ABP_TestCharacter"
if unreal.EditorAssetLibrary.does_asset_exist(asset_path):
unreal.EditorAssetLibrary.delete_asset(asset_path)
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
blueprint_factory = unreal.AnimBlueprintFactory()
blueprint_factory.set_editor_property("target_skeleton", skeleton)
blueprint_factory.set_editor_property("parent_class", unreal.AnimInstance)
animation_blueprint = asset_tools.create_asset(
"ABP_TestCharacter",
"/Game/Tests",
unreal.AnimBlueprint,
blueprint_factory
)
if animation_blueprint:
unreal.EditorAssetLibrary.save_asset(asset_path, only_if_is_dirty=False)
print(f"Created: {asset_path}")
Opening in Editor:
editor_subsystem = unreal.get_editor_subsystem(unreal.AssetEditorSubsystem)
opened = editor_subsystem.open_editor_for_assets([animation_blueprint])
⚠️ DO NOT use AssetEditorSubsystem.open_editor_for_asset() (singular) - it will cause AttributeError.
Discover Animation Blueprint Structure
import unreal
abp_path = "/Game/Blueprints/SandboxCharacter_CMC_ABP"
parent = unreal.AnimGraphService.get_parent_class(abp_path)
skeleton = unreal.AnimGraphService.get_skeleton(abp_path)
print(f"Parent: {parent}, Skeleton: {skeleton}")
graphs = unreal.AnimGraphService.list_graphs(abp_path)
for g in graphs:
print(f"Graph: {g.graph_name} ({g.graph_type}), Nodes: {g.node_count}")
List State Machines and States
import unreal
abp_path = "/Game/ABP_Character"
machines = unreal.AnimGraphService.list_state_machines(abp_path)
for machine in machines:
print(f"\nState Machine: {machine.machine_name} ({machine.state_count} states)")
states = unreal.AnimGraphService.list_states_in_machine(abp_path, machine.machine_name)
for state in states:
end_marker = " [END]" if state.is_end_state else ""
print(f" - {state.state_name} ({state.state_type}){end_marker}")
Navigate to Specific State
import unreal
abp_path = "/Game/Blueprints/SandboxCharacter_CMC_ABP"
unreal.AnimGraphService.open_anim_state(
abp_path,
"State Controller",
"In Air Loop"
)
Inspect Transitions
import unreal
abp_path = "/Game/ABP_Character"
machine_name = "Locomotion"
transitions = unreal.AnimGraphService.get_state_transitions(abp_path, machine_name)
for t in transitions:
auto = " [AUTO]" if t.is_automatic else ""
print(f"{t.source_state} -> {t.dest_state} (blend: {t.blend_duration}s){auto}")
idle_transitions = unreal.AnimGraphService.get_state_transitions(abp_path, machine_name, "Idle")
Authoring State Machines (build / edit)
⭐ Fastest path: declarative build_state_machine
Build (or extend) a whole machine from one JSON spec in a single atomic, idempotent call.
Re-running it never duplicates existing states/transitions. It sets animations, rules,
the entry state, then compiles — and returns a JSON report.
import unreal, json
abp = "/Game/ABP_Character"
BT = "editor_toolset.toolsets.blueprint.BlueprintTools"
call_tool(BT, "add_variable", {"blueprint": {"refPath": abp}, "variable_name": "Speed", "variable_type": "float"})
call_tool(BT, "add_variable", {"blueprint": {"refPath": abp}, "variable_name": "bAttack", "variable_type": "bool"})
call_tool(BT, "compile_blueprint", {"blueprint": {"refPath": abp}})
spec = {
"states": [
{"name": "Idle", "animation": "/Game/Anims/Idle", "loop": True, "pos": [0, 0]},
{"name": "Walk", "animation": "/Game/Anims/Walk", "loop": True, "pos": [350, 0]},
{"name": "Attack", "animation": "/Game/Anims/Attack", "loop": False, "pos": [350, 250]},
],
"transitions": [
{"from": "Idle", "to": "Walk", "rule": {"type": "comparison", "variable": "Speed", "op": "greater", "value": 10}, "blend": 0.15},
{"from": "Walk", "to": "Idle", "rule": {"type": "comparison", "variable": "Speed", "op": "less_equal", "value": 10}},
{"from": "Idle", "to": "Attack", "rule": {"type": "bool", "variable": "bAttack"}},
{"from": "Attack", "to": "Idle", "rule": {"type": "automatic"}},
],
"entry": "Idle",
}
report = json.loads(unreal.AnimGraphService.build_state_machine(abp, "Locomotion", json.dumps(spec)))
print(report)
rule.type ∈ bool (variable, optional invert), comparison (variable,op,value),
automatic (optional trigger_time), always (always-true), or omit rule to leave it inert.
Manual / incremental authoring
import unreal
abp = "/Game/ABP_Character"
unreal.AnimGraphService.add_state_machine(abp, "Locomotion", 0, 0)
unreal.AnimGraphService.add_state(abp, "Locomotion", "Idle", 0, 0)
unreal.AnimGraphService.add_state(abp, "Locomotion", "Walk", 350, 0)
unreal.AnimGraphService.set_state_animation(abp, "Locomotion", "Idle", "/Game/Anims/Idle", True)
unreal.AnimGraphService.set_state_animation(abp, "Locomotion", "Walk", "/Game/Anims/Walk", True)
unreal.AnimGraphService.set_entry_state(abp, "Locomotion", "Idle")
unreal.AnimGraphService.add_transition(abp, "Locomotion", "Idle", "Walk", 0.15)
unreal.AnimGraphService.set_transition_rule_comparison(abp, "Locomotion", "Idle", "Walk", "Speed", "greater", 10.0)
unreal.AnimGraphService.set_transition_priority(abp, "Locomotion", "Idle", "Walk", 1)
call_tool("editor_toolset.toolsets.blueprint.BlueprintTools", "compile_blueprint", {"blueprint": {"refPath": abp}})
Verify before claiming success — validate_state_machine
result = unreal.AnimGraphService.validate_state_machine(abp, "Locomotion")
print(f"valid={result.is_valid} states={result.state_count} transitions={result.transition_count}")
for e in result.errors: print("ERROR:", e)
for w in result.warnings: print("WARN :", w)
Treat any errors as a build failure. The most common error is an inert transition
(a transition with no rule) — fix it with one of the set_transition_rule_* calls.
Find Used Animation Sequences
import unreal
abp_path = "/Game/ABP_Character"
sequences = unreal.AnimGraphService.get_used_anim_sequences(abp_path)
for seq in sequences:
print(f"{seq.sequence_name}")
print(f" Path: {seq.sequence_path}")
print(f" Used in: {seq.used_in_graph}")
Focus on Node by ID
import unreal
abp_path = "/Game/ABP_Character"
node_id = "ABC123-DEF456-..."
unreal.AnimGraphService.focus_node(abp_path, node_id)
Data Structures
Python Naming Convention: C++ types like FAnimStateMachineInfo are exposed as AnimStateMachineInfo in Python (no F prefix).
AnimStateMachineInfo
| Property | Type | Description |
|---|
machine_name | string | Display name of the state machine |
node_id | string | Node GUID |
state_count | int | Number of states |
parent_graph_name | string | Graph containing this machine |
AnimStateInfo
| Property | Type | Description |
|---|
state_name | string | Display name of the state |
node_id | string | Node GUID |
state_type | string | "State", "Conduit", "Entry" |
is_end_state | bool | True if no outgoing transitions |
pos_x | float | X position in graph |
pos_y | float | Y position in graph |
AnimTransitionInfo
| Property | Type | Description |
|---|
transition_name | string | Display name |
node_id | string | Node GUID |
source_state | string | Source state name |
dest_state | string | Destination state name |
priority | int | Priority (lower = higher) |
blend_duration | float | Crossfade time in seconds |
is_automatic | bool | Auto-transition based on sequence |
rule_type | string | None (inert), Bool, Comparison, Automatic, Custom |
rule_variable | string | Bound variable name (for Bool/Comparison rules) |
rule_summary | string | Human-readable rule, e.g. Speed > 150, bIsDead == true |
has_rule | bool | False = inert (never fires). True = transition can fire |
AnimStateMachineValidationResult
Returned by validate_state_machine().
| Property | Type | Description |
|---|
is_valid | bool | True when there are no blocking errors |
state_count | int | Number of states |
transition_count | int | Number of transitions |
errors | [string] | Blocking problems (inert transitions, no entry state) |
warnings | [string] | Non-blocking issues (unreachable states, states with no animation) |
Common Patterns
Check if Asset is AnimBP
import unreal
if unreal.AnimGraphService.is_anim_blueprint("/Game/SomeAsset"):
machines = unreal.AnimGraphService.list_state_machines("/Game/SomeAsset")
Iterate All States Across All Machines
import unreal
abp_path = "/Game/ABP_Character"
machines = unreal.AnimGraphService.list_state_machines(abp_path)
for machine in machines:
states = unreal.AnimGraphService.list_states_in_machine(abp_path, machine.machine_name)
for state in states:
print(f"{machine.machine_name}/{state.state_name}")
Sample scripts (run via execute_python_code)
scripts/build_state_machine.txt — add a state machine with two states, set state animations, add a transition, compile.