Custom Animation Lists (Deprecated)
What to use instead
Section titled “What to use instead”| If you were using… | Use this instead |
|---|---|
VAAnimationList Blueprint for custom behaviour | A State Tree with tasks and transitions |
Event Animation Completed to chain animations | On State Completed transitions between states |
Event Custom Animation Event for gameplay events | On Event transitions with gameplay tags |
| Per-instance animation list data | StateTree parameters and the five Set Parameter tasks |
| Sequence List / Random List pre-built types | Play Random Vertex Animation From Pool and completion transitions |
Migration Path
Section titled “Migration Path”
- Create a new State Tree with the VA StateTree Schema.
- For each event override in your old Animation List, map it to a task or transition:
- Begin/End Instances - typically not needed; State Trees initialise per-instance automatically.
- Update Instances - use an evaluator or a tick-triggered transition instead.
- Animation Completed - add an
On State Completedtransition.- Custom Animation Event - add an
On Eventtransition listening on a gameplay tag.- For per-instance struct data, declare equivalent parameters on the State Tree.
- Assign the new State Tree to your VA Mesh Components or crowd brushes in place of the Animation List asset.
See the Creating a State Tree tutorial for the end-to-end workflow.