This anim template gets all data using pre-event graph from this components:

AC_CharacterMovementExtension

AC_LocomotionTagManager

Since it's an AnimTemplate, there's no skeleton binding. This allows you to use this ABP as a linked animation instance. Think of it as a state machine to incorporate into a skeleton-bound Animbp.

Screenshot 2024-04-22 193923.png

All the animations set are stored in this Data Asset class:

PDA_AnimLocomotion

<aside> 💡 You might find this guide useful under <1.1> :

How To Setup: Animations (any skeleton)

</aside>

Animations are selected by using your custom gameplay tags referenced from this component:

It utilizes the Animation Locomotion Library, plugin and distance-matching techniques that we can learn in the Lyra project and Motion Matching node.

Screenshot 2024-05-09 203823.png

This graph contains 4 possible locomotion types, and two possible cycle types

Screenshot 2024-05-09 203746.png

Related Step by Step Guides:

Setup: New AnimBP