Blend Nodes

Blend Nodes are used to blend multiple animations together. These nodes are only available to be placed in the Anim Graph of a 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 and Apply Mesh Space Additive

The Apply Additive adn Apply Mesh Space Additive nodes add 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.

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, simply 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.

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.

Within a Montage, a Slot is just a single track that can hold any number of animations. you can pick any name for a Slot and then use that name to blend to those specific animations. A great example is having a character with a weapon reload animation. You may have different versions of the reload for when the player is standing, crouching, and lying prone. So long as all 3 of the animations used the same timing, you could place each one within a separate Slot in your Montage; the Slots could be named Standing, Crouching, and Prone. In your Animation Blueprint's AnimGraph, you can use the Slot node to determine which one you want to play based on your character's current state. When they are standing, you can use the result of the animation in the Standing Slot. When they are prone, you can see the result of the Prone Slot.

It is an important point to keep in mind that although much of your Montage control will take place in the Animation Blueprint's Event Graph, Slots are actually handled within the Anim Graph. This is done by way of the Slot node, which simply takes in the name for a Slot. By positioning this node at a strategic point along your AnimGraph's execution, you can have multiple Montages that utilize the same Slot name.

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