Main Animation Blueprint Extension

The documentation of Generic Game Framework.

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Created: Apr 20, 2025Updated: Apr 14, 2026

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Main Animation Blueprint Extension

Understanding Main Anim Blueprint layout

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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.

Note

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

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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.

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

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

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Default ExtensionLayer

The demo project provides an ABP_Mannequin_Ext as default extension layer for you to reference, It's required to linke this anim layer through LinkeAnimlayer into main anim instance(You can refer to the usage of ABP_Mannequin_Ext in the Demo project for details.)

Setup Montage Slots

Since the setup of montage slots has to be associated with specific Skeleton, It's recommended to setup your montage slots at proper place within extension anim layer.

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If the provided ABP_Mannequin_Ext doesn't meet your needs, or you are using different skeleton than the provided one, then you need to refer to the default one and create your own extension abp and associate it with your own skeleton.