Main Animation Blueprint Extension

Main Animation Blueprint Extension
Understanding Main Anim Blueprint layout

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.
If you are not satisfied with the default node layout or need to add more animation layer interfaces, you can copy a main animation blueprint and modify the layout according to your needs (if you know what you are doing.)
Using "Extension" anim layer interface

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.

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



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