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Anim Graph Setting

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Yuewu(罗传月武)
Updated: Jun 12, 2025

Introduction

The animation layer refer to independent animation blueprint that implement a specific animation layer interface (AnimLayerInterface). In traditional Unreal development, these were typically linked directly to the main animation blueprint.

GMS represents a data-driven movement system that further deconstructs the concept of animation layer into:

  1. Anim Layer Settings: Static data designed to configure the animation resources, logical parameters, and other elements pertinent to an animation layer instance.
  2. Anim Layer Instances: These are independent animation blueprints that implement the predefined animation layer interfaces (ALI_Locomotion, ALI_Overlay, etc.) within GMS, essentially forming the logic of the animation.

You can select different animation layer settings within the movement set configuration. When you switch between various movement sets, GMS automatically links the corresponding anim layer instance associated with the "anim layer settings" to the main animation blueprint, a design pattern known as "implementation following configuration."

The relationship between animation layer settings and the animation layers is defined by the AnimGraphSetting.

Anim Graph Setting

The Animation Graph Settings is a data asset of the type GMS_AnimGraphSetting, you can specify different graph settings on the movement system component (GMS_CharacterMovementSystem) through AnimGraphSetting field.

The following image illustrates the default animation graph settings provided for the Mannequin.

GMS动画图表.001

What can it do?

Thanks to the mapping between "animation layer settings" and "animation layer instances," when different animation layer settings are applied, different animation instances are automatically linked for dynamic switching of underlying logic. With this flexible architecture, you can easily add, modify, or replace the corresponding functionalities.