🚀 UE5.6 is out! 🚀 All my plugins will support it in next update!  

Get it!

Main Animation Blueprint Extension

avatar`
Yuewu(罗传月武)
Updated: Jun 12, 2025

Main Animation Blueprint Extension

Understanding Main Anim Blueprint layout

GMS主动画蓝图拓展.001

The main SkeletalMesh component of your characters should use this main anim instance . It inherits from "GMS Main Anim Instance" and implements a set of animation layer interfaces, each of which predefines its own anim layers for you to implement different logic.


The content of the anim graph inside the "ABPT_GMS_Main" is just some placeholders used to layout the animation layer nodes, and its parent class "GMS Main Anim Instance" only contains pure states for animation calculation.

Using "Extension" anim layer interface

GMS主动画蓝图拓展.002

In addition to specifying different anim layer settings inside the movement set setting to replace different anim layer implementations. You can also extend the main anim blueprint logic through the ALI_GMS_Extention interface.

To extend, you need to create a new anim blueprint (inherited from AnimInstance), implement the animation layer interface: ALI_GMS_Extension, and then link the animation blueprint to the main animation blueprint during game runtime. You can refer to the usage of ABP_Mannequin_Ext in the Demo project for details.

Inside ALI_GMS_Extension, there are several animation layers you can implement.

GMS主动画蓝图拓展.003

PostLocomotion is a great entry point for expansion, where you can add higher priority animation logic such as death states, ragdolls.

GMS主动画蓝图拓展.004
GMS主动画蓝图拓展.005
GMS主动画蓝图拓展.006

You can also setup montage slots layout in the proper place.

GMS主动画蓝图拓展.007