Animation Sharing Plugin

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The Animation Sharing Plugin provides a way to create shared animation systems that reduce the overall amount of animation work needed for a crowd of Actors. Based on the Master Pose Component system, Animation Sharing utilizes a set of animation state buckets for which animation instances are evaluated. The resulting poses are then transferred to all child components that are part of the bucket.

The diagram below provides a high-level breakdown of how the system works:

Click image for full view.

  1. Individual Crowd Actors (AActor)

  2. UAnimationStateProcessor instance that is part of the Animation Sharing Setup

  3. Runtime manager that is initialized using the Animation Sharing Setup

  4. States (enum named), which the user has set up

  5. Runtime representation of the state that takes the form of a Skeletal Mesh Component

  6. Master Pose Component system used to share the animation with the child Skeletal Mesh Components

In the example video below, a Blueprint with a Skeletal Mesh Component cycles through several Animation States. A group of individual Actors is also shown where the Animation State of each Actor is determined based on the Animation State of the Skeletal Mesh Component in the Blueprint.

Enabling the Animation Sharing Plugin

In order to use Animation Sharing, you will need to enable the Animation Sharing Plugin from the Edit > Plugins menu under the Programming section:

Click image for full view.

You will need to restart the Editor after enabling the plugin.

Animation Sharing Setup Asset

The Animation Sharing Setup asset contains all the information that will be shared across the specified Actors. You can create an Animation Sharing Setup asset inside the Content Browser under the Animation category.

AnimSharingSetup.png

Inside the Animation Sharing Setup asset, you can define the following properties:

NewAnimSharingAsset.png

Skeleton Setups

The ability to add multiple Skeletons along with their corresponding settings is available by clicking the + (plus sign). This is useful when you have multiple Skeletons and Skeletal Meshes that will be driven by animations during animation sharing.

Property

Description

Skeleton

The Skeleton asset to be replicated.

The Animation Sharing Setup is specific to the specified Skeleton.

Skeletal Mesh

The Skeletal Mesh to be replicated.

This is used for debugging poses only.

Animation Blueprint for Blending

The Animation Blueprint that is a child of AnimSharingTransitionInstance

You must create and set up one of these to handle blending between states. Additionally, every time a blend is required, one of these is generated and ran to handle the transition which adds a cost.

Animation Blueprint for Additive Animation

The Animation Blueprint that is a child of AnimSharingAdditiveInstance used for additive animations. 

Inside your Animation Sharing Setup asset, you will also need to set Animation State to On Demand and enable the Additive option.

State Processor Class

Interface class used when determining which state an Actor is in.

This needs to be set in order to add the Animation States.

Animation States

This is an array that holds all the states the Actor can be in. Each state is its own bucket.

Animation States

AnimationStateSection.png

Once you define a State Processor Class inside your Skeleton Setup, based on the states within it, you will be able to define the following properties for each of your Animation States

Property

Description

State

Define which state you want that index of the array to contain information for.

This is inherited from the State Processor Class and the assigned Animation State Enum.

Animation Setups

This enables you to define the per state Animation information such as which Animation Sequence to play, what Animation Blueprint to use for playing back the Anim Sequence, number of randomized instances (if desired), and whether or not the setup is enabled for specific platforms.

On Demand

Whether or not this state is classified as on-demand, which means you can kick off a unique animation when needed. This spins up a unique instance per on-demand animation.

When reaching the maximum value, it will snap to the nearest animation.

Additive

Whether or not the state is an additive state.

On-demand must be enabled and you will need an Additive Animation Blueprint to handle blending.

Blend Time

Duration of blending when blending to the state.

Maximum Number Of Concurrent Instances

The number of instances that will be created for the state (platform-specific).

Requires Curves

Whether or not this animation requires curves or morph targets to function correctly for slave components.

Scalability Settings

ScalabilitySettingsSection.png

The following properties are available under the Scalability Settings section: 

Property

Description

Use Blend Transitions

If the animation should play a blend to transition from one state to another.

Blend Significance Value

Significance value tied to whether or not a transition should be blended.

Maximum Number Concurrent Blends

The number of blends that can be running at the same time. 

Each animation that is over this limit will snap to the nearest one.

Tick Significance Value

Used with the Significance Manager. Anything over the specified value will not be ticked.

Animation Sharing State Processor

The AnimationSharingStateProcessor class is a specialized Blueprint class (or you can use the native C++ class) that is used to determine what state you are currently in. To create this class of Blueprint, create a new Blueprint of the AnimationSharingStateProcessor class and enter a desired name for the Blueprint.

The Animation Sharing State Processor Blueprint should only be used for prototyping. Runtime performance will be greatly improved by using the native implementation as opposed to the Blueprint implementation.

AnimSharingStateProcessorClass.png

In your Blueprint, in the Details panel, set the Animation State Enum to an enumeration containing your Animation States.

ProcessorDefaults.png

The Animation Sharing State Processor Blueprint is also the Blueprint Class that you will define as the State Processor Class inside your Animation Sharing Setup asset (pictured below). After defining the State Processor Class, you can add Animation States by clicking the + (plus sign) to represent each state in your enumeration.

AnimationStatesDefined.png

The Animation Sharing State Processor Blueprint can override two functions. The first, the Process Actor State function (pictured below), can be used to find out what Actor you are editing the state for. The second overridable function, Get Animation State Enum, should be used to return the Enum class from a native Animation Sharing State Processor and can be used for interacting with the native implementation.

Click image for full view.

In the image above, we override the Process Actor State function and cast to a Blueprint called Husk_BP to retrieve its Animation State (stored in a variable we have created). The Animation Sharing State Processor Blueprint is also assigned inside your Animation Sharing Setup as the State Processor Class.

Animation Blueprint Setup

You will need to set up an Animation Blueprint to handle the blending between the Animation States. This requires a special class of Animation Blueprint called an Anim Sharing Transition Instance. Create an Animation Blueprint from the Content Browser, then in the Pick Parent Class menu, select your desired Skeleton asset and the AnimSharingTransitionInstance as the class. 

AnimBPCreation.png

On the AnimGraph of the AnimSharingTransitionInstance Animation Blueprint, copy or use the setup depicted below.

Copy Node Graph

Begin Object Class=/Script/AnimGraph.AnimGraphNode_Root Name="AnimGraphNode_Root_0"  
ShowPinForProperties(0)=(PropertyName="Result",PropertyFriendlyName="Result",PropertyTooltip="Result",CategoryName="Links",bShowPin=True)  
NodePosX=-144  
ErrorType=4  
NodeGuid=0FCF00194AC285A9A163E7B694738C10  
CustomProperties Pin (PinId=9FC69ADD403386DE35C76DBC40EC0979,PinName="Result",PinFriendlyName="Result",PinToolTip="Result\\nPose Link Structure\\n\\nResult",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.PoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="(LinkID=-1,SourceLinkID=-1)",AutogeneratedDefaultValue="(LinkID=-1,SourceLinkID=-1)",LinkedTo=(AnimGraphNode_BlendListByBool_0 DD6EA15242C95BC4958C309F37456CD3,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  
Begin Object Class=/Script/AnimGraph.AnimGraphNode_BlendListByBool Name="AnimGraphNode_BlendListByBool_0"  
ShowPinForProperties(0)=(PropertyName="bActiveValue",PropertyFriendlyName="Active Value",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_BlendListByBool:bActiveValue", "Which input should be connected to the output?"),CategoryName="Runtime",bShowPin=True)  
ShowPinForProperties(1)=(PropertyName="BlendPose",PropertyFriendlyName="Blend Pose",PropertyTooltip="Blend Pose",CategoryName="Links",bShowPin=True)  
ShowPinForProperties(2)=(PropertyName="BlendTime",PropertyFriendlyName="Blend Time",PropertyTooltip="Blend Time",CategoryName="Config",bShowPin=True,bCanToggleVisibility=True)  
ShowPinForProperties(3)=(PropertyName="BlendType",PropertyFriendlyName="Blend Type",PropertyTooltip="Blend Type",CategoryName="BlendType")  
ShowPinForProperties(4)=(PropertyName="bResetChildOnActivation",PropertyFriendlyName="Reset Child on Activation",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_BlendListBase:bResetChildOnActivation", "This reinitializes child pose when re-activated. For example, when active child changes"),CategoryName="Option")  
ShowPinForProperties(5)=(PropertyName="CustomBlendCurve",PropertyFriendlyName="Custom Blend Curve",PropertyTooltip="Custom Blend Curve",CategoryName="BlendType")  
ShowPinForProperties(6)=(PropertyName="BlendProfile",PropertyFriendlyName="Blend Profile",PropertyTooltip="Blend Profile",CategoryName="BlendType")  
NodePosX=-368  
NodePosY=16  
NodeGuid=3AF80FBE453C5BF351B74AB41ABCC2DB  
CustomProperties Pin (PinId=42CC2B874A21AE5E1F7958B6A97A5302,PinName="bActiveValue",PinFriendlyName="Active Value",PinToolTip="Active Value\\nBoolean\\n\\nWhich input should be connected to the output?",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="False",AutogeneratedDefaultValue="False",LinkedTo=(K2Node_VariableGet_0 9E7EA92B4CD9BC7BA4307D8E5DC8F005,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=925ED2414617452C6DF0A392C0EDD131,PinName="BlendPose_0",PinFriendlyName=LOCGEN_FORMAT_NAMED(NSLOCTEXT("A3Nodes", "BoolPoseFriendlyName", "{TrueFalse} Pose"), "TrueFalse", NSLOCTEXT("A3Nodes", "True", "True")),PinToolTip="Blend Pose 0\\nPose Link Structure\\n\\nBlend Pose",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.PoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="(LinkID=-1,SourceLinkID=-1)",AutogeneratedDefaultValue="(LinkID=-1,SourceLinkID=-1)",LinkedTo=(AnimGraphNode_CopyPoseFromMesh_0 4E472A1840B3F6EF24C86E8FA2694DE5,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=500C56AA43BFCFD5D1AF558CB451A02A,PinName="BlendPose_1",PinFriendlyName=LOCGEN_FORMAT_NAMED(NSLOCTEXT("A3Nodes", "BoolPoseFriendlyName", "{TrueFalse} Pose"), "TrueFalse", NSLOCTEXT("A3Nodes", "False", "False")),PinToolTip="Blend Pose 1\\nPose Link Structure\\n\\nBlend Pose",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.PoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="(LinkID=-1,SourceLinkID=-1)",AutogeneratedDefaultValue="(LinkID=-1,SourceLinkID=-1)",LinkedTo=(AnimGraphNode_CopyPoseFromMesh_1 29C385EE451B16B5AC069EA108C775F2,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=1D9FB4E64CF1FBDED841639A772E142B,PinName="BlendTime_0",PinFriendlyName=LOCGEN_FORMAT_NAMED(NSLOCTEXT("A3Nodes", "BoolBlendTimeFriendlyName", "{TrueFalse} Blend Time"), "TrueFalse", NSLOCTEXT("A3Nodes", "True", "True")),PinToolTip="Blend Time 0\\nFloat\\n\\nBlend Time",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="0.100000",AutogeneratedDefaultValue="0.100000",LinkedTo=(K2Node_VariableGet_1 0107072B4F8D93B6C75E59995402C55D,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=5DA4ACBD4A41973C0319A08EFEC4EE85,PinName="BlendTime_1",PinFriendlyName=LOCGEN_FORMAT_NAMED(NSLOCTEXT("A3Nodes", "BoolBlendTimeFriendlyName", "{TrueFalse} Blend Time"), "TrueFalse", NSLOCTEXT("A3Nodes", "False", "False")),PinToolTip="Blend Time 1\\nFloat\\n\\nBlend Time",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="0.100000",AutogeneratedDefaultValue="0.100000",LinkedTo=(K2Node_VariableGet_1 0107072B4F8D93B6C75E59995402C55D,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=DD6EA15242C95BC4958C309F37456CD3,PinName="Pose",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.PoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(AnimGraphNode_Root_0 9FC69ADD403386DE35C76DBC40EC0979,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  
Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_0"  
VariableReference=(MemberName="bBlendBool",bSelfContext=True)  
NodePosX=-704  
NodePosY=-64  
NodeGuid=821953DA498F727F31C7BBAC251D20E4  
CustomProperties Pin (PinId=9E7EA92B4CD9BC7BA4307D8E5DC8F005,PinName="bBlendBool",Direction="EGPD_Output",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="false",AutogeneratedDefaultValue="false",LinkedTo=(AnimGraphNode_BlendListByBool_0 42CC2B874A21AE5E1F7958B6A97A5302,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=26B993D349EB00A2C207B7883949A890,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/AnimationSharing.AnimSharingTransitionInstance"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  
Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_1"  
VariableReference=(MemberName="BlendTime",bSelfContext=True)  
NodePosX=-592  
NodePosY=208  
NodeGuid=9BD298FF438FBD6A5B54C084EB18C615  
CustomProperties Pin (PinId=0107072B4F8D93B6C75E59995402C55D,PinName="BlendTime",Direction="EGPD_Output",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(AnimGraphNode_BlendListByBool_0 1D9FB4E64CF1FBDED841639A772E142B,AnimGraphNode_BlendListByBool_0 5DA4ACBD4A41973C0319A08EFEC4EE85,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=AFEFF55445A86C7492FDE4B97C1289E0,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/AnimationSharing.AnimSharingTransitionInstance"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  
Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_2"  
VariableReference=(MemberName="FromComponent",bSelfContext=True)  
NodePosX=-880  
NodePosY=32  
NodeGuid=4F27808B4EF2180632DC08A96888FE32  
CustomProperties Pin (PinId=313057EE4F41F0DDE072C6834733C7C7,PinName="FromComponent",Direction="EGPD_Output",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.SkeletalMeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=True,LinkedTo=(AnimGraphNode_CopyPoseFromMesh_0 420BA23743193D552593829A53F8F68C,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=CF3DE59A4B883F00976CDFADDF43B2E8,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/AnimationSharing.AnimSharingTransitionInstance"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  
Begin Object Class=/Script/AnimGraph.AnimGraphNode_CopyPoseFromMesh Name="AnimGraphNode_CopyPoseFromMesh_0"  
ShowPinForProperties(0)=(PropertyName="SourceMeshComponent",PropertyFriendlyName="Source Mesh Component",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyPoseFromMesh:SourceMeshComponent", "This is used by default if it\\'s valid"),CategoryName="Copy",bShowPin=True,bCanToggleVisibility=True)  
ShowPinForProperties(1)=(PropertyName="bUseAttachedParent",PropertyFriendlyName="Use Attached Parent",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyPoseFromMesh:bUseAttachedParent", "If SourceMeshComponent is not valid, and if this is true, it will look for attahced parent as a source"),CategoryName="Copy")  
ShowPinForProperties(2)=(PropertyName="bCopyCurves",PropertyFriendlyName="Copy Curves",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyPoseFromMesh:bCopyCurves", "Copy curves also from SouceMeshComponent. This will copy the curves if this instance also contains"),CategoryName="Copy")  
NodePosX=-688  
NodePosY=16  
NodeGuid=0CB5F4EB4092B28B3ACF2DAA47E5A3A3  
CustomProperties Pin (PinId=420BA23743193D552593829A53F8F68C,PinName="SourceMeshComponent",PinFriendlyName="Source Mesh Component",PinToolTip="Source Mesh Component\\nSkeletal Mesh Component Weak object\\n\\nThis is used by default if it\\'s valid",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.SkeletalMeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=True,AutogeneratedDefaultValue="None",LinkedTo=(K2Node_VariableGet_2 313057EE4F41F0DDE072C6834733C7C7,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=4E472A1840B3F6EF24C86E8FA2694DE5,PinName="Pose",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.PoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(AnimGraphNode_BlendListByBool_0 925ED2414617452C6DF0A392C0EDD131,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  
Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_3"  
VariableReference=(MemberName="ToComponent",bSelfContext=True)  
NodePosX=-864  
NodePosY=112  
NodeGuid=3E19B7E141965AF034C503A930E8E45A  
CustomProperties Pin (PinId=14584B5442ACDBFDA04E85963CDB4DBF,PinName="ToComponent",Direction="EGPD_Output",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.SkeletalMeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=True,LinkedTo=(AnimGraphNode_CopyPoseFromMesh_1 541B298D40CB962059D422B7A276CA59,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=6E39D3D44FEF3F7E975C89A5B923E1F8,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/AnimationSharing.AnimSharingTransitionInstance"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  
Begin Object Class=/Script/AnimGraph.AnimGraphNode_CopyPoseFromMesh Name="AnimGraphNode_CopyPoseFromMesh_1"  
ShowPinForProperties(0)=(PropertyName="SourceMeshComponent",PropertyFriendlyName="Source Mesh Component",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyPoseFromMesh:SourceMeshComponent", "This is used by default if it\\'s valid"),CategoryName="Copy",bShowPin=True,bCanToggleVisibility=True)  
ShowPinForProperties(1)=(PropertyName="bUseAttachedParent",PropertyFriendlyName="Use Attached Parent",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyPoseFromMesh:bUseAttachedParent", "If SourceMeshComponent is not valid, and if this is true, it will look for attahced parent as a source"),CategoryName="Copy")  
ShowPinForProperties(2)=(PropertyName="bCopyCurves",PropertyFriendlyName="Copy Curves",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyPoseFromMesh:bCopyCurves", "Copy curves also from SouceMeshComponent. This will copy the curves if this instance also contains"),CategoryName="Copy")  
NodePosX=-688  
NodePosY=96  
NodeGuid=A4D7DD8348E8D17BC173869171B5FF52  
CustomProperties Pin (PinId=541B298D40CB962059D422B7A276CA59,PinName="SourceMeshComponent",PinFriendlyName="Source Mesh Component",PinToolTip="Source Mesh Component\\nSkeletal Mesh Component Weak object\\n\\nThis is used by default if it\\'s valid",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.SkeletalMeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=True,AutogeneratedDefaultValue="None",LinkedTo=(K2Node_VariableGet_3 14584B5442ACDBFDA04E85963CDB4DBF,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=29C385EE451B16B5AC069EA108C775F2,PinName="Pose",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.PoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(AnimGraphNode_BlendListByBool_0 500C56AA43BFCFD5D1AF558CB451A02A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  

Anim Sharing Additive Instance

When using additive animation, you will need to use an Animation Blueprint of the AnimSharingAdditiveInstance class.

AnimSharingAdditiveBP.png

Animation State will need to be marked as On Demand and Additive enabled inside your Animation Sharing Setup asset.

OnDemandCheckbox.png

On the AnimGraph of the AnimSharingAdditiveInstance Animation Blueprint, copy or recreate the setup depicted below.

Copy Node Graph

Begin Object Class=/Script/AnimGraph.AnimGraphNode_Root Name="AnimGraphNode_Root_0"  
ShowPinForProperties(0)=(PropertyName="Result",PropertyFriendlyName="Result",PropertyTooltip="Result",CategoryName="Links",bShowPin=True)  
NodePosX=160  
NodePosY=16  
ErrorType=4  
ErrorMsg="Result was visible but ignored"  
NodeGuid=9B9C0A274EFE3D4893B338B63E4BA534  
CustomProperties Pin (PinId=D28554294AFBA1C3D8B9799438DD3B84,PinName="Result",PinFriendlyName="Result",PinToolTip="Result\\nPose Link Structure\\n\\nResult",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.PoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="(LinkID=-1,SourceLinkID=-1)",AutogeneratedDefaultValue="(LinkID=-1,SourceLinkID=-1)",LinkedTo=(AnimGraphNode_ApplyMeshSpaceAdditive_0 66A1DDE64223F117AA0060AAD022EB98,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  
Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_0"  
VariableReference=(MemberName="BaseComponent",bSelfContext=True)  
NodePosX=-560  
NodePosY=32  
NodeGuid=3CDA48D04E4DC54B07E1A8B387D7F4B1  
CustomProperties Pin (PinId=50C8662E4549FB4C825F12B859F469F4,PinName="BaseComponent",Direction="EGPD_Output",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.SkeletalMeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=True,LinkedTo=(AnimGraphNode_CopyPoseFromMesh_0 7B3EDF7D4DC4CA4FD772CEAC8A5A5380,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=F163231644191CE37FF1E8A0011AE6E8,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/AnimationSharing.AnimSharingAdditiveInstance"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  
Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_1"  
VariableReference=(MemberName="AdditiveAnimation",bSelfContext=True)  
NodePosX=-544  
NodePosY=160  
NodeGuid=CEBFE47048DE6DB8C4D7A59FE7B08D1F  
CustomProperties Pin (PinId=0292554C4B9777F0B2A45381E54369C8,PinName="AdditiveAnimation",Direction="EGPD_Output",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.AnimSequence"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=True,LinkedTo=(AnimGraphNode_SequencePlayer_0 1844AF8D4D95F2AD70353B9286320E36,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=BE8F997544CD3B8CFD492F908AB3CD9D,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/AnimationSharing.AnimSharingAdditiveInstance"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  
Begin Object Class=/Script/AnimGraph.AnimGraphNode_SequencePlayer Name="AnimGraphNode_SequencePlayer_0"  
ShowPinForProperties(0)=(PropertyName="Sequence",PropertyFriendlyName="Sequence",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SequencePlayer:Sequence", "The animation sequence asset to play"),CategoryName="Settings",bShowPin=True,bCanToggleVisibility=True)  
ShowPinForProperties(1)=(PropertyName="PlayRateBasis",PropertyFriendlyName="Play Rate Basis",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SequencePlayer:PlayRateBasis", "The Basis in which the PlayRate is expressed in. This is used to rescale PlayRate inputs.\\nFor example a Basis of 100 means that the PlayRate input will be divided by 100."),CategoryName="Settings",bCanToggleVisibility=True)  
ShowPinForProperties(2)=(PropertyName="PlayRate",PropertyFriendlyName="Play Rate",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SequencePlayer:PlayRate", "The play rate multiplier. Can be negative, which will cause the animation to play in reverse."),CategoryName="Settings",bCanToggleVisibility=True)  
ShowPinForProperties(3)=(PropertyName="PlayRateScaleBiasClamp",PropertyFriendlyName="Play Rate Scale Bias Clamp",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SequencePlayer:PlayRateScaleBiasClamp", "Additional scaling, offsetting and clamping of PlayRate input.\\nPerformed after PlayRateBasis."),CategoryName="Settings")  
ShowPinForProperties(4)=(PropertyName="StartPosition",PropertyFriendlyName="Start Position",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SequencePlayer:StartPosition", "The start up position, it only applies when reinitialized\\nif you loop, it will still start from 0.f after finishing the round"),CategoryName="Settings",bCanToggleVisibility=True)  
ShowPinForProperties(5)=(PropertyName="bLoopAnimation",PropertyFriendlyName="Loop Animation",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SequencePlayer:bLoopAnimation", "Should the animation continue looping when it reaches the end?"),CategoryName="Settings",bShowPin=True,bCanToggleVisibility=True)  
ShowPinForProperties(6)=(PropertyName="bIgnoreForRelevancyTest",PropertyFriendlyName="Ignore for Relevancy Test",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_AssetPlayerBase:bIgnoreForRelevancyTest", "If true, \\"Relevant anim\\" nodes that look for the highest weighted animation in a state will ignore\\nthis node"),CategoryName="Relevancy",bCanToggleVisibility=True)  
ShowPinForProperties(7)=(PropertyName="BlendWeight",PropertyFriendlyName="Blend Weight",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_AssetPlayerBase:BlendWeight", "Last encountered blendweight for this node"),CategoryName="DoNotEdit")  
ShowPinForProperties(8)=(PropertyName="InternalTimeAccumulator",PropertyFriendlyName="Internal Time Accumulator",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_AssetPlayerBase:InternalTimeAccumulator", "Accumulated time used to reference the asset in this node"),CategoryName="DoNotEdit")  
NodePosX=-368  
NodePosY=144  
NodeGuid=47045FB34243DFC4BEC84CB78381A3F8  
CustomProperties Pin (PinId=1844AF8D4D95F2AD70353B9286320E36,PinName="Sequence",PinFriendlyName="Sequence",PinToolTip="Sequence\\nAnim Sequence Base Object Reference\\n\\nThe animation sequence asset to play",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.AnimSequenceBase"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,AutogeneratedDefaultValue="None",LinkedTo=(K2Node_VariableGet_1 0292554C4B9777F0B2A45381E54369C8,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=DBD0DAAA49710060F33B60AA668E45AF,PinName="bLoopAnimation",PinFriendlyName="Loop Animation",PinToolTip="Loop Animation\\nBoolean\\n\\nShould the animation continue looping when it reaches the end?",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="True",AutogeneratedDefaultValue="True",LinkedTo=(K2Node_VariableGet_2 9381C28C4F30F5FD0C5A68A7381B6138,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=049010254D1E4691A221DABB85B83D8A,PinName="Pose",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.PoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(AnimGraphNode_ApplyMeshSpaceAdditive_0 E6944886459A7E961A9C3DB02C0D7CC4,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  
Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_2"  
VariableReference=(MemberName="bStateBool",bSelfContext=True)  
NodePosX=-544  
NodePosY=224  
NodeGuid=0273BA7540AEC2775B6F9EB931288F90  
CustomProperties Pin (PinId=9381C28C4F30F5FD0C5A68A7381B6138,PinName="bStateBool",Direction="EGPD_Output",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="false",AutogeneratedDefaultValue="false",LinkedTo=(AnimGraphNode_SequencePlayer_0 DBD0DAAA49710060F33B60AA668E45AF,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=5106B68649084F8569A641A85D692898,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/AnimationSharing.AnimSharingAdditiveInstance"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  
Begin Object Class=/Script/AnimGraph.AnimGraphNode_CopyPoseFromMesh Name="AnimGraphNode_CopyPoseFromMesh_0"  
ShowPinForProperties(0)=(PropertyName="SourceMeshComponent",PropertyFriendlyName="Source Mesh Component",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyPoseFromMesh:SourceMeshComponent", "This is used by default if it\\'s valid"),CategoryName="Copy",bShowPin=True,bCanToggleVisibility=True)  
ShowPinForProperties(1)=(PropertyName="bUseAttachedParent",PropertyFriendlyName="Use Attached Parent",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyPoseFromMesh:bUseAttachedParent", "If SourceMeshComponent is not valid, and if this is true, it will look for attahced parent as a source"),CategoryName="Copy")  
ShowPinForProperties(2)=(PropertyName="bCopyCurves",PropertyFriendlyName="Copy Curves",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_CopyPoseFromMesh:bCopyCurves", "Copy curves also from SouceMeshComponent. This will copy the curves if this instance also contains"),CategoryName="Copy")  
NodePosX=-384  
NodePosY=32  
NodeGuid=90ADF65345FD2F533071F8B374EE570E  
CustomProperties Pin (PinId=7B3EDF7D4DC4CA4FD772CEAC8A5A5380,PinName="SourceMeshComponent",PinFriendlyName="Source Mesh Component",PinToolTip="Source Mesh Component\\nSkeletal Mesh Component Weak object\\n\\nThis is used by default if it\\'s valid",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.SkeletalMeshComponent"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=True,AutogeneratedDefaultValue="None",LinkedTo=(K2Node_VariableGet_0 50C8662E4549FB4C825F12B859F469F4,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=6475E73042C07EC60F1B00B7275BAE4A,PinName="Pose",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.PoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(AnimGraphNode_ApplyMeshSpaceAdditive_0 A6BB6F8444DC735CB13205AD0AEB7AEE,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  
Begin Object Class=/Script/AnimGraph.AnimGraphNode_ApplyMeshSpaceAdditive Name="AnimGraphNode_ApplyMeshSpaceAdditive_0"  
ShowPinForProperties(0)=(PropertyName="Base",PropertyFriendlyName="Base",PropertyTooltip="Base",CategoryName="Links",bShowPin=True)  
ShowPinForProperties(1)=(PropertyName="Additive",PropertyFriendlyName="Additive",PropertyTooltip="Additive",CategoryName="Links",bShowPin=True)  
ShowPinForProperties(2)=(PropertyName="Alpha",PropertyFriendlyName="Alpha",PropertyTooltip="Alpha",CategoryName="Settings",bShowPin=True,bCanToggleVisibility=True)  
ShowPinForProperties(3)=(PropertyName="AlphaScaleBias",PropertyFriendlyName="Alpha Scale Bias",PropertyTooltip="Alpha Scale Bias",CategoryName="Settings")  
ShowPinForProperties(4)=(PropertyName="LODThreshold",PropertyFriendlyName="LOD Threshold",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_ApplyMeshSpaceAdditive:LODThreshold", "* Max LOD that this node is allowed to run\\n* For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index)\\n* when the component LOD becomes 3, it will stop update/evaluate\\n* currently transition would be issue and that has to be re-visited"),CategoryName="Performance")  
NodePosX=-112  
NodePosY=48  
NodeGuid=D7D1068341115E71D18678828BA52D6E  
CustomProperties Pin (PinId=A6BB6F8444DC735CB13205AD0AEB7AEE,PinName="Base",PinFriendlyName="Base",PinToolTip="Base\\nPose Link Structure\\n\\nBase",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.PoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="(LinkID=-1,SourceLinkID=-1)",AutogeneratedDefaultValue="(LinkID=-1,SourceLinkID=-1)",LinkedTo=(AnimGraphNode_CopyPoseFromMesh_0 6475E73042C07EC60F1B00B7275BAE4A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=E6944886459A7E961A9C3DB02C0D7CC4,PinName="Additive",PinFriendlyName="Additive",PinToolTip="Additive\\nPose Link Structure\\n\\nAdditive",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.PoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="(LinkID=-1,SourceLinkID=-1)",AutogeneratedDefaultValue="(LinkID=-1,SourceLinkID=-1)",LinkedTo=(AnimGraphNode_SequencePlayer_0 049010254D1E4691A221DABB85B83D8A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=8124738645DB8E1DDAEE4BA5B937C6E4,PinName="Alpha",PinFriendlyName="Alpha",PinToolTip="Alpha\\nFloat\\n\\nAlpha",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="1.000000",AutogeneratedDefaultValue="1.000000",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=66A1DDE64223F117AA0060AAD022EB98,PinName="Pose",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.PoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(AnimGraphNode_Root_0 D28554294AFBA1C3D8B9799438DD3B84,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  

Anim Sharing State Instance

This Animation Blueprint (AnimBP) class enables the ability to add AnimBP behavior if the user would like to do so as it exposes two properties by default: Animation to Play and Permutation Time Offset. On a basic level, this is what should drive the pose.

As for the native implementation, it exposes GetInstancedActors which returns all AActor(s) that are currently being driven by this state. That way , in case there are Notifies, they can be handled correctly and propagated to the unique instances. 

This is achieved by overriding HandleNotify and handling it accordingly.

Copy Node Graph

Begin Object Class=/Script/AnimGraph.AnimGraphNode_Root Name="AnimGraphNode_Root_0"  
ShowPinForProperties(0)=(PropertyName="Result",PropertyFriendlyName="Result",PropertyTooltip="Result",CategoryName="Links",bShowPin=True)  
NodePosX=32  
NodePosY=32  
ErrorType=4  
ErrorMsg="Result was visible but ignored"  
NodeGuid=DE41DB3A41F39C4A62BA7B9077C84BD9  
CustomProperties Pin (PinId=27C7B571443BF030935D8E88B162B83C,PinName="Result",PinFriendlyName="Result",PinToolTip="Result\\nPose Link Structure\\n\\nResult",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.PoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="(LinkID=-1,SourceLinkID=-1)",AutogeneratedDefaultValue="(LinkID=-1,SourceLinkID=-1)",LinkedTo=(AnimGraphNode_SequencePlayer_0 24D116474E793A938AD4A88A854C06CA,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  
Begin Object Class=/Script/AnimGraph.AnimGraphNode_SequencePlayer Name="AnimGraphNode_SequencePlayer_0"  
ShowPinForProperties(0)=(PropertyName="Sequence",PropertyFriendlyName="Sequence",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SequencePlayer:Sequence", "The animation sequence asset to play"),CategoryName="Settings",bShowPin=True,bCanToggleVisibility=True)  
ShowPinForProperties(1)=(PropertyName="PlayRateBasis",PropertyFriendlyName="Play Rate Basis",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SequencePlayer:PlayRateBasis", "The Basis in which the PlayRate is expressed in. This is used to rescale PlayRate inputs.\\nFor example a Basis of 100 means that the PlayRate input will be divided by 100."),CategoryName="Settings",bCanToggleVisibility=True)  
ShowPinForProperties(2)=(PropertyName="PlayRate",PropertyFriendlyName="Play Rate",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SequencePlayer:PlayRate", "The play rate multiplier. Can be negative, which will cause the animation to play in reverse."),CategoryName="Settings",bShowPin=True,bCanToggleVisibility=True)  
ShowPinForProperties(3)=(PropertyName="PlayRateScaleBiasClamp",PropertyFriendlyName="Play Rate Scale Bias Clamp",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SequencePlayer:PlayRateScaleBiasClamp", "Additional scaling, offsetting and clamping of PlayRate input.\\nPerformed after PlayRateBasis."),CategoryName="Settings")  
ShowPinForProperties(4)=(PropertyName="StartPosition",PropertyFriendlyName="Start Position",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SequencePlayer:StartPosition", "The start up position, it only applies when reinitialized\\nif you loop, it will still start from 0.f after finishing the round"),CategoryName="Settings",bShowPin=True,bCanToggleVisibility=True)  
ShowPinForProperties(5)=(PropertyName="bLoopAnimation",PropertyFriendlyName="Loop Animation",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_SequencePlayer:bLoopAnimation", "Should the animation continue looping when it reaches the end?"),CategoryName="Settings",bShowPin=True,bCanToggleVisibility=True)  
ShowPinForProperties(6)=(PropertyName="bIgnoreForRelevancyTest",PropertyFriendlyName="Ignore for Relevancy Test",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_AssetPlayerBase:bIgnoreForRelevancyTest", "If true, \\"Relevant anim\\" nodes that look for the highest weighted animation in a state will ignore\\nthis node"),CategoryName="Relevancy",bCanToggleVisibility=True)  
ShowPinForProperties(7)=(PropertyName="BlendWeight",PropertyFriendlyName="Blend Weight",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_AssetPlayerBase:BlendWeight", "Last encountered blendweight for this node"),CategoryName="DoNotEdit")  
ShowPinForProperties(8)=(PropertyName="InternalTimeAccumulator",PropertyFriendlyName="Internal Time Accumulator",PropertyTooltip=NSLOCTEXT("UObjectToolTips", "AnimNode_AssetPlayerBase:InternalTimeAccumulator", "Accumulated time used to reference the asset in this node"),CategoryName="DoNotEdit")  
NodePosX=-224  
NodePosY=48  
NodeGuid=A850AF6B4C825A179186BB81C98FF3F6  
CustomProperties Pin (PinId=0D8111A54C7DFA2D6B140EA2C7C6E653,PinName="Sequence",PinFriendlyName="Sequence",PinToolTip="Sequence\\nAnim Sequence Base Object Reference\\n\\nThe animation sequence asset to play",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.AnimSequenceBase"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,AutogeneratedDefaultValue="None",LinkedTo=(K2Node_VariableGet_0 8AE1B97B4294C41A196264AFBD43A3F7,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=F5DBF18D40111BA32FFDCC9D403C3887,PinName="PlayRate",PinFriendlyName="Play Rate",PinToolTip="Play Rate\\nFloat\\n\\nThe play rate multiplier. Can be negative, which will cause the animation to play in reverse.",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="1.000000",AutogeneratedDefaultValue="1.000000",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=17DE90B14DA26A39C6B2BE83A081C55A,PinName="StartPosition",PinFriendlyName="Start Position",PinToolTip="Start Position\\nFloat\\n\\nThe start up position, it only applies when reinitialized\\nif you loop, it will still start from 0.f after finishing the round",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="0.000000",AutogeneratedDefaultValue="0.000000",LinkedTo=(K2Node_VariableGet_1 2F07F25F42F0FF3B622578AE1C7B613F,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=E1D6F7D84350F6E3ADDDD89414811B06,PinName="bLoopAnimation",PinFriendlyName="Loop Animation",PinToolTip="Loop Animation\\nBoolean\\n\\nShould the animation continue looping when it reaches the end?",PinType.PinCategory="bool",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="True",AutogeneratedDefaultValue="True",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=24D116474E793A938AD4A88A854C06CA,PinName="Pose",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/Engine.PoseLink"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(AnimGraphNode_Root_0 27C7B571443BF030935D8E88B162B83C,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  
Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_0"  
VariableReference=(MemberName="AnimationToPlay",bSelfContext=True)  
NodePosX=-448  
NodePosY=64  
NodeGuid=A08474964A2A101532B19ABE1DAC52F9  
CustomProperties Pin (PinId=8AE1B97B4294C41A196264AFBD43A3F7,PinName="AnimationToPlay",Direction="EGPD_Output",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.AnimSequence"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(AnimGraphNode_SequencePlayer_0 0D8111A54C7DFA2D6B140EA2C7C6E653,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=C4FC0774474B4ACF5514B9A36A748B8E,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/AnimationSharing.AnimSharingStateInstance"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  
Begin Object Class=/Script/BlueprintGraph.K2Node_VariableGet Name="K2Node_VariableGet_1"  
VariableReference=(MemberName="PermutationTimeOffset",bSelfContext=True)  
NodePosX=-432  
NodePosY=128  
NodeGuid=F6116F504B7758FA4C1B5E83F42D2D2F  
CustomProperties Pin (PinId=2F07F25F42F0FF3B622578AE1C7B613F,PinName="PermutationTimeOffset",Direction="EGPD_Output",PinType.PinCategory="float",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="0.0",AutogeneratedDefaultValue="0.0",LinkedTo=(AnimGraphNode_SequencePlayer_0 17DE90B14DA26A39C6B2BE83A081C55A,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
CustomProperties Pin (PinId=3061887F4515A5A621DC74B2F5B2DC62,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/AnimationSharing.AnimSharingStateInstance"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)  
End Object  

Animation Sharing Manager

In order for Animation Sharing to be executed at runtime, you will need to create an Animation Sharing Manager that points to your Animation Sharing Setup asset. This can be called through Blueprint inside any Actor (or from the Level Blueprint) with the Create Animation Sharing Manager function.

CreateAnimationSharingManager.png

You can also call the following functions targeting an Animation Sharing Manager:

Function

Description

Animation Sharing Enabled

Returns whether or not Animation Sharing is enabled.

Get Animation Sharing Manager

Returns the Animation Sharing Manager (or null if none has been set up).

Register Actor

Registers an Actor with the Animation Sharing Manager, according to the specified Sharing Skeleton.

In the image below, we use Get Animation Sharing Manager and Register Actor to register our Husk Actor with the Animation Sharing Manager (we also enable input in the Blueprint so that we may change the Animation State with a key press).

Click image for full view.

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