This anim template gets all data using pre-event graph from this components:
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.
All the animations set are stored in this Data Asset class:
<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.
This graph contains 4 possible locomotion types, and two possible cycle types