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Custom Animation Lists (Deprecated)

If you were using…Use this instead
VAAnimationList Blueprint for custom behaviourA State Tree with tasks and transitions
Event Animation Completed to chain animationsOn State Completed transitions between states
Event Custom Animation Event for gameplay eventsOn Event transitions with gameplay tags
Per-instance animation list dataStateTree parameters and the five Set Parameter tasks
Sequence List / Random List pre-built typesPlay Random Vertex Animation From Pool and completion transitions
  1. Create a new State Tree with the VA StateTree Schema.
  2. 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 Completed transition.
    • Custom Animation Event - add an On Event transition listening on a gameplay tag.
  3. For per-instance struct data, declare equivalent parameters on the State Tree.
  4. 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.