Animation Requirements Catalog — Modular Game Framework
For: Animator / Technical Animator | UE 5.5–5.7 | 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
- Montages = Root motion or in-place split into sections with notifies
- BlendSpaces = Parameter-driven blending (speed, direction, strafe angle)
- PoseAssets = Single-frame poses for IK targets or overlay blending
- 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 |
Idle → Walking → Jogging → Sprinting |
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 |
Montage → Ragdoll |
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) |
8–12 |
Movement, AI, Hiding |
| Montages (action/reaction) |
40–55 |
Weapons, Melee, Hiding, Death, Traversal, HitReaction, Enemy |
| PoseAssets |
8–12 |
Stress, Peek, Embodiment, Idle |
| IK Rigs |
2–4 |
Embodiment, Physics Drag |
| Timelines (non-skeletal) |
8–12 |
Doors, Pickups, Lights, UI |
| Procedural (recoil, camera) |
2–4 |
Recoil, Camera Shake |
| Level Sequences (cutscenes) |
Per-content |
Cutscene Bridge |
Grand Total: ~70–100 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
- GASP Locomotion Base (Idle, Walk, Jog, Sprint, Crouch, Jump, Land, Turn) — required for any movement
- Hiding Enter/Exit (Locker, BehindCover, Under) — core stealth mechanic
- Traversal (Vault, Mantle, Slide, Squeeze, LedgeGrab) — level navigation
- Weapon Equip/Holster (Pistol, Shotgun, Rifle, Melee, Shield) — combat foundation
- Weapon Fire/Reload/Melee — combat moment-to-moment
- Hit Reactions (Light/Heavy/Knockdown per direction) — combat feedback
- Death & Respawn — game loop completion
- Interaction (Pickup, Lever, Valve, Panel) — world interaction
- Stress/Fear/Exhaustion Poses — atmosphere and tension
- AI Locomotion + Combat — enemy behaviors
- 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 |