Blend Nodes

Animation nodes that blend multiple animations together based on a set of criteria.

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Blend Nodes are used to blend multiple animations together. These nodes are only available to be placed in the Anim Graph of an Animation Blueprint. Each blend node takes in multiple poses and an alpha or weight value that is used to calculate the weighting for each pose in the final output. Some blend nodes may be more complex than others and require additional data to be input as well.

Apply Additive

The Apply Additive, as well as Apply Mesh Space Additive, node adds an additive pose to a base normal animation pose based on an alpha value.

ApplyAdditive.png

Pin

Description

Input Pins

Base

The normal pose to use as the base.

Additive

The additive pose to be blended on top.

Alpha

A float value in the range [0.0, 1.0] to use as the alpha value to determine how much influence the additive pose imparts. A value of 0.0 means the Additive pose is not added to the Base input pose at all, while a value of 1.0 means the Additive pose is added fully to the Base input pose.

Output Pins

Pose

The final pose after the blending has been applied.

Apply Additive nodes are also affected by the LOD Threshold system introduced in 4.11, you can find the setting for this in the Details Panel for the Apply Additive node.

perf.png

Property

Description

LOD Threshold

This is the max Level of Detail (LOD) that this node is permitted to run on. For example: if you have LOD Threshold set to 2, it will run until LOD 2, but disable itself once the component's LOD becomes 3.

Blend

The standard Blend node is a straight mixing of the two input poses based on an alpha input.

Blend.png

Pin

Description

Input Pins

A

The first pose to be blended.

B

The second pose to be blended.

Alpha

A float value in the range [0.0, 1.0] to use as the alpha value to determine the weighting of the two poses. A value of 0.0 gives full weighting to the A input pose, while a value of 1.0 gives full weighting to the B input pose.

Output Pins

Pose

The final pose after the blending has been applied.

Blend Poses by bool

The Blend Poses by bool node performs a time-based blend between two poses using a Boolean value as the key. When the Boolean reads true, the pose connected to the true input pin is used; when the Boolean is false, the false pose is used. Each pose has a float value Blend Time that is used to control how long it will take to blend into the pose.

BlendPosesByBool.png

Pin

Description

Input Pins

Active Value

This is the input Boolean that decides which of the two poses to use.

True Pose

Takes in a pose that will blend when the Boolean is set to true.

False Pose

Takes in a pose that will blend when the Boolean is set to false.

True Blend Time

Defines the amount of time needed to blend into the true pose.

False Blend Time

Defines the amount of time needed to blend into the false pose.

Output Pins

Pose

The final pose after the blending has been applied.

In the Details panel, you can show/hide the Blend Time pins as well as set the Transition Type (Standard or Inertialization), or Blend Type.

Blend Poses by int

The Blend Poses by int node performs a time-based blend between any number of poses using an integer value as the key. For each input integer value, the pose associated with that value's input pin is used. For instance, when the integer is set to 0, the pose connected to Blend Pose 0 is used. Each pose has a float value Blend Time that is used to control how long it will take to blend into the pose.

BlendPosesByInt.png

To create additional Blend Pose inputs, right-click on the node and choose Add Blend Pin from the context menu.

AddBlendInput.png

Inputs can be removed by right-clicking on the desired input and choosing Remove Blend Pin.

Pin

Description

Input Pins

Active Child Index

This is the input int that decides which of the poses to use.

Blend Pose X

Takes in a pose that will blend when the Active Child Index is set to X.

Blend Time X

Defines the amount of time needed to blend into the X pose.

Output Pins

Pose

The final pose after the blending has been applied.

In the Details panel, you can show/hide the Blend Time pins as well as set the Transition Type (Standard or Inertialization), or Blend Type.

Blend Poses by Enum

The Blend Poses by Enum node performs a time-based blend between poses using an Enumuration (Enum) value as the key. A default pose can be used, and additional poses can be added for the values identified within the enum connected through the Active Enum Value. Additional, each pose has a float value Blend Time that is used to control how long it will take to blend into the pose.

BlendByEnum.png

Pin

Description

Input Pins

Active Enum Value

The currently selected pose defined by the attached enum or index value.

Default Pose

The default pose to use.

Additional Poses

Additional poses based on the values within the specified enum.

Blend Time

Defines the amount of time needed to blend into the specified pose.

Output Pins

Pose

The final pose after the blending has been applied.

In the Details panel, you can show/hide the Blend Time pins as well as set the Transition Type (Standard or Inertialization), or Blend Type.

Layered blend per bone

The Layered blend per bone node performs a masked blend that only affects a specific subset of the bones in the Skeleton. For instance, if you wanted to apply an animation to a character only from the waist up, this could be done using Blend Per Bone.

Blend Nodes - Blend Per Bone

Pin

Description

Input Pins

BasePose

The first pose to be blended.

BlendPose

The second pose to be blended.

BlendWeight

A float value in the range [0.0, 1.0] to use as the alpha value to determine how much influence the additive pose imparts. A value of 0.0 means the Additive pose is not added to the Base input pose at all, while a value of 1.0 means the Additive pose is added fully to the Base input pose.

Add Pin

Creates another Blend Pose and Blend Weight input.

Output Pins

OutPose

The final pose after the blending has been applied.

Slot

Slotnode.png

The Slot node plays the resultant animation from a given animation slot.

For more details on using Slots with the Animation Montage system, please see Animation Montage.

Inertialization

Inertialization.png

The Inertialization node can be used to create a natural procedural transition between poses. It is based on bone velocities and momentum from the outgoing pose. It is also more efficient than traditional blending since only the target pose is evaluated during transitions. This node, when placed in the AnimGraph, activiates any Transition Type or Blend Logic properties (shown in the images below) that are set to use inertialization.

Node_TransitionType.png

Above, a Blend Poses by Bool node has its Transition Type set to Inertialization. To use this, the Inertialization node must be placed in the AnimGraph.

StateMachine_Transition.png

Above, two Transition Rules have their Blend Logic set to use Inertialization. To activate this, the Inertialization node must be placed in the AnimGraph.

For more information using interial blending within State Machines, please see Transition Rules.

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