EventGraph

Every Animation Blueprint has a single EventGraph, which is a standard Graph that uses a collection of special animation-related events to initiate sequences of nodes. The most common use of the EventGraph is to update values used by Blend Spaces and other blend nodes to drive animations within the AnimGraph.

EventGraph

As an example use case, the EventGraph of an Animation Blueprint could use the velocity of the owning Pawn to determine direction and speed. These values can then be used as inputs in a Blend Space within the AnimGraph to blend between an idle animation and various directional movement animations. Similarly, the pitch and yaw of the owning Pawn can be used as inputs in another Blend Space to blend between various aiming poses applied additively in order to cause the mesh to aim where it is looking while still maintaining the previously mentioned movement animations.

Animation Events

Various events are called by the animation system to initialize and update the Animation Blueprint. These can be placed in the EventGraph to implement or override functionality.

Blueprint Initialize Animation

The Blueprint Initialize Animation event is executed once when the Animation Blueprint instance is created to perform initialization operations.

Initialize Anim Event

Pin Description

Output Pins

Exec (Blank) Fired once each frame when the BlueprintInitializeAnimation() event is executed in code.

Blueprint Update Animation

The Blueprint Update Animation event is executed every frame allowing the Animation Blueprint to perform calculations and updates to any values it needs. This event is the entry point into the update loop of the EventGraph. The amount of time elapsed since the last update is available from the DeltaTimeX pin so time-dependent interpolations or incremental updates can be performed.

Update Anim Event

Pin Description

Output Pins

Exec (Blank) Fired once each frame when the BlueprintUpdateAnimation() event is executed in code.
Delta Time X Outputs the amount of time since the last execution cycle.

Please see the Basic Scripting page for general Blueprint Scripting information or Working with Nodes for node based graph commands.