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UE5-Modular-Game-Framework/docs/architecture/animation-catalog.md
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Animation Requirements Catalog — Modular Game Framework

For: Animator / Technical Animator | UE 5.55.7 | GASP-Based

This catalog lists every animation asset needed across all 135 blueprint systems, organized by system category, with trigger, type, body region, and GASP integration notes.


How to Use This Catalog

  1. Montages = Root motion or in-place split into sections with notifies
  2. BlendSpaces = Parameter-driven blending (speed, direction, strafe angle)
  3. PoseAssets = Single-frame poses for IK targets or overlay blending
  4. IK Rigs = Procedural arm/leg positioning

GASP Integration Rule: All full-body locomotion animations route through ABP_GASP. Systems notify GASP via dispatchers; GASP reads state variables and selects the correct animation.


1. Locomotion System (GASP Core — Extended, Not Replaced)

Trigger Asset Type Body Notes
IdleWalkingJoggingSprinting BlendSpace Full GASP core locomotion blend. Speed + direction + strafe angle as params. Extended by framework: extra sprint variant for exhaustion, injured walk variant
Crouching + moving BlendSpace Full Crouch locomotion. Speed as param. Separate from standing blendspace
Prone / Crawling BlendSpace or Montage Full Prone crawl. Slow. Forward only initially, with strafe variants
Jump Start / Jump Loop / Jump Land Montage (3 sections) Full Jump with velocity-based land (soft/hard). Motion matching picks jump type
Fall Loop BlendSpace Full Falling animation based on vertical velocity
Land Soft / Land Hard / Land Roll Montage Full Velocity threshold determines land type. OnLanded dispatcher drives selection
Turn In Place (90°, 180°) Montage Full Root motion turn. Triggered by GASP when exceeding rotation threshold
Start Walk / Stop Walk BlendSpace (inertialization) Full GASP handles via motion matching — no separate asset needed

2. Player Vital States

System Trigger Asset Type Body Notes
BPC_HealthSystem (08) OnDeath Montage (4 sections) Full E_DeathAnimationStage: PreDeath (stagger), DeathAnim (fall), PostDeath (dark), RespawnTransition (fade-up). Directional death variants (front/back/left/right)
BPC_HealthSystem (08) OnDamageTaken (minor) Montage (upper overlay) Upper Flinch reaction, brief
BPC_StaminaSystem (09) OnExhaustionStateChanged → Exhausted Montage (loop) Upper Heavy breathing + hunched posture. ABP_GASP reads bExhausted
BPC_StaminaSystem (09) Exhausted → Sprint attempt Montage Full Failed sprint start — stumble
BPC_StressSystem (10) OnStressTierChanged → Panicked PoseAsset Full Shaky hands, rapid breathing chest rise. Blend weight scales with stress
BPC_StressSystem (10) OnStressTierChanged → Catatonic Montage Full Freeze in place, stumble, collapse
BPC_StressSystem (10) OnHallucinationTriggered Montage (upper) Upper Flinch at hallucination, head whip

3. Hiding & Stealth

System Trigger Asset Type Body Notes
BPC_HidingSystem (12) EnterHideSpot (Locker) Montage Full Open locker, step in, close door. Notify: OnAnimationHideEnterComplete
BPC_HidingSystem (12) EnterHideSpot (BehindCover) Montage Full Crouch behind cover, settle
BPC_HidingSystem (12) EnterHideSpot (Under) Montage Full Crawl under bed/table
BPC_HidingSystem (12) EnterHideSpot (InShadow) Montage Full Step into shadow, blend with darkness
BPC_HidingSystem (12) EnterHideSpot (TallGrass) BlendSpace (crouch) Full Crouch-walk through vegetation (locomotion, not one-shot)
BPC_HidingSystem (12) ExitHideSpot (all types) Montage Full Reverse of enter. bForceExit skips animation
BPC_HidingSystem (12) ExitHideSpot (forced — enemy discovered) Montage Full Burst out stumbling
BPC_HidingSystem (12) StartPeek (Left/Right/Over) PoseAsset (blend) Upper Lean/peek pose. Not full-body — camera shifts
BPC_HidingSystem (12) HoldBreath Start / HoldBreath End Montage (upper) Upper Hand over mouth, exhale

4. Interaction & World Manipulation

System Trigger Asset Type Body Notes
BP_DoorActor (19) Open / Close Timeline (world) Door mesh rotation — not a character anim
BP_ItemPickup (25) BeingPickedUp Montage Arms Reach down, grab item, pocket. Notify: OnPickupAnimationComplete
BP_ItemPickup (25) Idle Bob / Rotate Timeline (world) Item floating bobbing/rotating — not character
BPC_ContextualTraversalSystem (21) Vault Montage (root motion) Full Hands on obstacle, vault over. Motion Warping to obstacle edge
BPC_ContextualTraversalSystem (21) Mantle Montage (root motion) Full Grab ledge, pull up, step over. Motion Warping to ledge top
BPC_ContextualTraversalSystem (21) Slide Montage (root motion) Full Slide under low obstacle
BPC_ContextualTraversalSystem (21) Squeeze Montage (root motion) Full Side-step through narrow gap
BPC_ContextualTraversalSystem (21) LedgeGrab / LedgeHang Montage (loop) + PoseAsset Full Hanging from ledge. Motion Warping to ledge edge
BPC_PhysicsDragSystem (22) GrabObject PoseAsset (IK) Arms Hand IK target to grab socket
BPC_PhysicsDragSystem (22) DragObject (moving) BlendSpace (upper overlay) Upper Walking while dragging. IK hand stays locked
BPC_UsableWorldObjectSystem (23) UseLever / UsePanel / UseValve Montage (upper) Upper Hand reaches to interaction point. IK to target socket

5. Weapon & Combat — General

System Trigger Asset Type Body Notes
BP_WeaponBase (69) Equip (from holster) Montage Upper Draw weapon animation. E_EquipAnimationType.Equip
BP_WeaponBase (69) Holster (to holster) Montage Upper Holster animation. E_EquipAnimationType.Holster
BP_WeaponBase (69) Unequip (drop/switch) Montage Upper Reverse of equip
BPC_EquipmentSlotSystem (30) InstantEquip None No animation — weapon appears instantly

6. Firearm Combat

System Trigger Asset Type Body Notes
BPC_FirearmSystem (74) Fire (Pistol) Montage (single) Upper Recoil + slide cycle. Notify: OnAmmoConsumed
BPC_FirearmSystem (74) Fire (Shotgun) Montage Upper Pump action. Heavier recoil
BPC_FirearmSystem (74) Fire (Rifle Auto) Montage (loop) Upper Automatic fire loop until trigger released
BPC_ReloadSystem (78) TacticalReload (ammo > 0) Montage Upper Mag out, mag in. Notify: OnMagOut, OnMagIn, OnReloadComplete
BPC_ReloadSystem (78) EmptyReload (ammo = 0) Montage Upper Mag out, mag in, bolt cycle. Longer. Same notifies
BPC_ReloadSystem (78) ReloadInterrupt Blend Upper Blend back to idle from any reload notify point
BPC_FirearmSystem (74) ChamberCheck Montage (upper) Upper Quick chamber check animation
BPC_RecoilSystem (77) Recoil (per shot) Procedural (spring arm) Camera recoil + hand animation via spring arm offset. Not a montage

7. Melee Combat

System Trigger Asset Type Body Notes
BPC_MeleeSystem (76) LightAttack (Combo 1/2/3) Montage Upper 3-hit combo. Sections: Combo_1, Combo_2, Combo_3. Notify: Notify_Windup, Notify_Active, Notify_Recovery, Notify_CanCombo
BPC_MeleeSystem (76) HeavyAttack Montage Upper Slow windup, high damage. E_AttackType.HeavyAttack
BPC_MeleeSystem (76) ChargeAttack Montage Upper Hold to charge, release to strike. Charge duration tracked
BPC_MeleeSystem (76) SprintAttack Montage Upper Running melee attack
BPC_MeleeSystem (76) Block Start / Block Loop / Block End Montage (loop) Upper Block stance loop. Owner movement speed reduced
BPC_MeleeSystem (76) Parry Montage Upper Quick parry deflection. Active window via Notify_ParryWindow
BPC_MeleeSystem (76) ParryRiposte Montage Upper Counter-attack after successful parry
BPC_ShieldDefenseSystem (79) ShieldRaise / ShieldLower Montage Upper Raise/lower shield
BPC_ShieldDefenseSystem (79) Block Impact (shield hit) Montage (additive) Upper Additive shake on shield hit

8. Hit Reactions & Damage

System Trigger Asset Type Body Notes
BPC_HitReactionSystem (75) OnDamageTaken (Light) Montage (additive) Full Flinch. Directional: front/back/left/right
BPC_HitReactionSystem (75) OnDamageTaken (Heavy) Montage Full Stagger backward. Directional
BPC_HitReactionSystem (75) OnDamageTaken (Knockdown) Montage Full Fall to ground
BPC_HitReactionSystem (75) GetUp (from knockdown) Montage Full Stand up from ground
BPC_HitReactionSystem (75) Stagger Loop PoseAsset (loop) Full Dazed swaying while standing
BPC_DamageReceptionSystem (72) Death (instant, no death loop) Montage Full Ragdoll-triggered death

9. Death & Respawn

System Trigger Asset Type Body Notes
BPC_DeathHandlingSystem (39) DeathAnim (standard) Montage Full See HealthSystem death — same asset, called via E_DeathAnimationStage.DeathAnim
BPC_DeathHandlingSystem (39) PreDeath (camera lock) PoseAsset (freeze) Full Freeze frame-like pose on killing blow
BPC_DeathHandlingSystem (39) RespawnTransition PostProcess (fade) Screen fade-up — no skeletal anim
BPC_AltDeathSpaceSystem (38) EnterAltDeathSpace Montage Full Being pulled into void/portal
BPC_AltDeathSpaceSystem (38) Void Walk BlendSpace Full Walking in alt death space — slow, floating feel
BPC_AltDeathSpaceSystem (38) ExitAltDeathSpace Montage Full Emerging from void/portal back to world
BPC_AltDeathSpaceSystem (38) Void Idle PoseAsset Full Floating idle in void

10. Narrative & Dialogue

System Trigger Asset Type Body Notes
BPC_DialoguePlaybackSystem (60) OnLineStarted None VO audio only. Lip-sync handled by audio waveform, not animation
BPC_DialoguePlaybackSystem (60) Dialogue Idle PoseAsset (upper) Upper Subtle hand gestures, head nods during dialogue. Blend by line intensity
BPC_CutsceneBridge (64) Cutscene animation Level Sequence Full All cutscene animation authored in Sequencer, not as montages
BPC_CutsceneBridge (64) Transition (Fade/HardCut/Letterbox) PostProcess (UWidget) Black bars, fade overlay — UI animation
BPC_NarrativeStateSystem (58) OnMilestoneReached (major) None May trigger cutscene or audio stinger

11. AI Enemy

System Trigger Asset Type Body Notes
BP_EnemyBase (80) Patrol Walk BlendSpace Full Slow patrol locomotion. Speed + direction params
BP_EnemyBase (80) Search Walk BlendSpace Full Faster search locomotion
BP_EnemyBase (80) Combat Strafe BlendSpace Full Strafing combat locomotion. Direction angle param
BP_EnemyBase (80) Flee Sprint BlendSpace Full Sprinting away
BP_EnemyBase (80) Attack (melee) Montage Upper Enemy-specific attack montage
BP_EnemyBase (80) Attack (ranged) Montage Upper Enemy-specific ranged attack
BP_EnemyBase (80) Hit Reaction (light/heavy) Montage Full Enemy hit reactions — same as player but different skeleton
BP_EnemyBase (80) Death MontageRagdoll Full Death animation blending to ragdoll
BPC_AlertSystem (82) Suspicious (head turn) Montage (additive) Upper Head snap toward sound. Body turn
BPC_AlertSystem (82) Alerted (weapon raise) Montage Full Raise weapon, enter combat stance
BPC_AlertSystem (82) Combat → Search (weapon lower) Montage Full Lower weapon, start searching
BPC_BehaviourVariantSelector (88) Variant-specific attacks Montage Upper Chooses from multiple variant attack sets
BPC_FearSystem (90) Fearful (enemy) PoseAsset Full Cowering, whimpering pose

12. Embodiment & IK

System Trigger Asset Type Body Notes
BPC_EmbodimentSystem (13) CheckWallProximity IK Rig (arms) Arms Arm IK offset when near walls. Notifies ABP_Arms
BPC_EmbodimentSystem (13) SetVisibilityMode (ArmsOnly/FullBody/Hidden) Mesh visibility toggle Not an animation — mesh component visibility
BPC_EmbodimentSystem (13) OnOverlayChanged (blood/water/dirt) Material parameter Overlay material swap on body mesh
BPC_ConsumableSystem (28) UseConsumable (bandage, syringe) Montage Upper Use item animation. IK hand to item

13. Atmosphere & Environment (Non-Character)

System Trigger Asset Type Notes
BPC_LightEventController (96) OnLightEvent Timeline (light intensity/color) Light flicker, dim, color shift via timeline
BPC_AudioAtmosphereController (95) OnAtmosphereChanged Audio fade (not anim) Sound only
BPC_MemoryDriftSystem (97) Memory distortion active PostProcess Screen distortion — not skeletal
BPC_ScareEventSystem (101) OnScareTriggered Camera Shake Camera whip/shake

14. UI Widget Animations (Non-Skeletal)

System Trigger Animation Type
All WBP_ widgets Open/Close/Show/Hide UWidgetAnimation (fade, slide, pulse, scale)
WBP_ScreenEffectController (56) Damage vignette, stress vignette UWidgetAnimation (pulse, fade, color shift)
WBP_NotificationToast (53) Show/Hide UWidgetAnimation (slide in, auto-dismiss)
WBP_InteractionPromptDisplay (48) Show/Hide UWidgetAnimation (fade in/out)

Summary — Asset Count by Type

Asset Type Count (Approx) Systems Served
BlendSpaces (locomotion) 812 Movement, AI, Hiding
Montages (action/reaction) 4055 Weapons, Melee, Hiding, Death, Traversal, HitReaction, Enemy
PoseAssets 812 Stress, Peek, Embodiment, Idle
IK Rigs 24 Embodiment, Physics Drag
Timelines (non-skeletal) 812 Doors, Pickups, Lights, UI
Procedural (recoil, camera) 24 Recoil, Camera Shake
Level Sequences (cutscenes) Per-content Cutscene Bridge

Grand Total: ~70100 skeletal animation assets + per-cutscene Level Sequences


GASP Animation Notify Contract

The following animation notifies must be present in montages for the framework to function:

Notify Name Used By Purpose
Notify_Windup BPC_MeleeSystem Begin melee hit detection window
Notify_Active BPC_MeleeSystem Enable hit collision overlap
Notify_Recovery BPC_MeleeSystem Disable hit collision, start combo window
Notify_CanCombo BPC_MeleeSystem Window during which next combo input is accepted
Notify_ParryWindow BPC_MeleeSystem Parry-active frames
Notify_OnAnimationHideEnterComplete BPC_HidingSystem Hide spot enter animation finished
Notify_OnAnimationHideExitComplete BPC_HidingSystem Hide spot exit animation finished
Notify_OnMagOut BPC_ReloadSystem Magazine removed from weapon
Notify_OnMagIn BPC_ReloadSystem Magazine inserted into weapon
Notify_OnReloadComplete BPC_ReloadSystem Reload finished, ammo refilled
Notify_OnPickupAnimationComplete BP_ItemPickup Pickup animation finished, item collected
Notify_OnAmmoConsumed BPC_FirearmSystem Ammo consumed during fire animation
Notify_TraversalEnd BPC_ContextualTraversalSystem Traversal animation complete, return to locomotion

Priority Order for Animation Production

  1. GASP Locomotion Base (Idle, Walk, Jog, Sprint, Crouch, Jump, Land, Turn) — required for any movement
  2. Hiding Enter/Exit (Locker, BehindCover, Under) — core stealth mechanic
  3. Traversal (Vault, Mantle, Slide, Squeeze, LedgeGrab) — level navigation
  4. Weapon Equip/Holster (Pistol, Shotgun, Rifle, Melee, Shield) — combat foundation
  5. Weapon Fire/Reload/Melee — combat moment-to-moment
  6. Hit Reactions (Light/Heavy/Knockdown per direction) — combat feedback
  7. Death & Respawn — game loop completion
  8. Interaction (Pickup, Lever, Valve, Panel) — world interaction
  9. Stress/Fear/Exhaustion Poses — atmosphere and tension
  10. AI Locomotion + Combat — enemy behaviors
  11. Alt Death Space — optional deep feature

Animation Catalog v1.0 — Aligned with Modular Game Framework Blueprint Specs. Handoff-ready for Animator.

16. New States — Sitting, Injured, Heart Rate (Breathing)

System Trigger Asset Type Body Notes
BPC_StateManager (NEW) Sitting (entered via world interaction point) Montage Full Sit down transition. Loop pose for idle sitting. Camera limited to head freelook
BPC_StateManager (NEW) StandUp (from Sitting) Montage Full Stand up transition
BPC_StateManager (NEW) Injured (health ≤ 30%) BlendSpace (locomotion overlay) Full Limping walk animation. Reduced speed. One arm favoring (visible on overlay)
BPC_StateManager (NEW) Injured idle PoseAsset Full Injured idle stance — favoring one side, shallow breathing
BPC_StateManager (NEW) Heart rate breathing Blend (additive on torso) Upper Breathing amplitude increases with ABP_GASP.HeartRate parameter. 60 BPM = shallow, 150+ BPM = heavy chest heaving
BPC_StateManager (NEW) Heart rate — Erratic Blend (additive, random variation) Upper Irregular breathing rhythm when E_PlayerVitalSignals.Erratic. Random amplitude jumps
BPC_StateManager (NEW) E_OverlayState.Injured PoseAsset (upper) Upper Injured arm lowered, favoring — applied via overlay system to GASP