
描述
Layered Animation provides a Replicated Gameplay Tag-driven animation framework for Unreal Engine.
A scalable, data-driven architecture for locomotion sets, traversal modes, stances, weapon sets, and animation state management.
Built entirely in Blueprints, Primer Animation separates animation logic from gameplay logic through reusable
Animation Sets
Animation Set Modifiers
Movement Profiles
The included demo character showcases a complete third-person implementation featuring:
Idle, Walk, Run, Crouch, Prone Jump locomotion
climbing
swimming
gliding
rifle weapon set
Designed for rapid multiplayer prototyping, the framework allows developers to expand from simple movement systems to complex character controllers without rebuilding their animation architecture.
Note: Use UE 'Retarget from Target Mesh' to apply the entire system to a different character mesh without retargeting everything.
CORE FEATURES
• Gameplay Tag-driven animation state system
• Data Asset-driven Animation Sets
• Full Body and Upper Body animation layering
• Runtime Animation Set Modifiers for weapons, equipment, and cosmetic overrides
• Movement Profiles for configuring movement behavior per state
• Parent Tag fallback system for animation lookups
• Blueprint-only implementation
• Multiplayer-ready architecture
• Modular and extensible design
ANIMATION SETS
Animation Sets define the animations used for specific gameplay states.
Animation Sets can contain:
• Full Body Animation Data
• Upper Body Animation Data
• Movement Profile Overrides
• State-specific locomotion
Animation Set Modifiers allow systems such as weapons, item equipment, buffs, injuries, or cosmetic overrides to dynamically replace portions of an existing Animation Set at runtime by adding an override for that specific gameplay tag slot.
MOVEMENT PROFILES
Movement Profiles allow movement behavior to change automatically when entering a new animation state.
Examples include:
• Walking
• Running
• Crouching
• Swimming
• Climbing
• Aiming
• Prone
BLUEPRINT API
Animation State Component
• Set Base Animation Set
• Add Animation Set Modifier
• Remove Animation Set Modifier
• Set Animation State
• Get Full Body Animation Data
• Get Upper Body Animation Data
• Get Movement Profile
Movement Profiles
• Apply Movement Profile
• Restore Default Movement Profile
Animation Sets
• Runtime State Resolution
• Parent Tag Fallback
• Modifier Priority Resolution
USE CASES
• Third Person Action Games
• RPGs
• Survival Games
• Shooters
• Melee Combat Games
• Adventure Games
• Multiplayer Games
• Prototype Projects
PRIMERS
Part of the Primer series, this framework focuses on practical workflows, clean architecture, and reusable gameplay systems. Rather than providing a fixed character controller, Primer Animation provides the building blocks needed to create your own animation systems quickly and confidently.


