Individual skill

animation-blueprint

Navigate, inspect, and author Animation Blueprints — state machines, states, transitions, and transition rules (AnimGraphService). Use when the user asks to create or edit an Animation Blueprint/AnimBP, add a state machine or states, wire transitions between states, set a state's animation, or inspect AnimGraph structure.

Content/Skills/animation-blueprint/SKILL.md

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Nov 10, 2026

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Nov 10, 2026
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> 🧠 **Brains complement:** IF an `unreal-engine-skills-manager` tool (external MCP) exists in this session, call it with `{action: "load", skill: "animation-system"}` for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

# Animation Blueprint Skill

> **Loading skills:** skills load through the engine's `AgentSkillToolset` (`ListSkills`/`GetSkills`) —
> there is no `vibeue-skills-manager` tool. Run VibeUE services with `execute_python_code`
> (`unreal.AnimGraphService.<method>()`); reach engine toolsets with `call_tool`.

> An AnimBP **is a Blueprint**. The state-machine/AnimGraph authoring here is VibeUE
> `AnimGraphService` (intact). For its **variables and compile**, note VibeUE's `BlueprintService`
> was trimmed: **variable creation and blueprint compile moved to the engine** toolset
> `editor_toolset.toolsets.blueprint.BlueprintTools` (`add_variable`, `compile_blueprint`), called via
> `call_tool`. `BlueprintService` still has `list_variables`, `get_variable_info`,
> `set_variable_default_value`, `variable_exists`, components, and overridable functions. Bool fields
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