Focused reference · Unreal Engine 5.8

Method selector

unreal-animation-blending/references/method-selector.md
ProblemPrimary mechanismWhyCommon misuse
Idle/walk/run over speedBlend Space 1DOne continuous axisSeparate state per speed
Strafing over speed and directionBlend Space 2DTwo continuous axesUnsynced directional clips
Aim/look over yaw and pitchAim OffsetMesh-space additive directional poseOrdinary non-additive Blend Space
Grounded/falling/swimming/climbing modesState MachinePersistent discrete states and transitionsBoolean blend web in main AnimGraph
Weapon equipped/unequippedBlend Poses by Bool/Enum or linked layerSmall discrete variantDuplicating the entire locomotion machine
Run while firing/reloadingMontage Slot + Layered Blend per BoneEvent action over lower-body baseFull-body montage when legs must continue
Recoil/breathing/leanAdditive poseRelative delta over base poseTreating additive clip as full pose
Walk/run cycles drift out of foot phaseSync Group + Sync MarkersAligns named gait eventsLonger blend duration
Abrupt short transition between similar moving posesInertializationCarries outgoing motion without continued source evaluationUsing it between radically different poses
One-off attack/combo with sectionsMontageControlled sequence, sections, notifies, slotsLarge state-machine branch
Different bones need different transition ratesBlend ProfilePer-bone transition weightingMultiple arbitrary transition nodes
Complex reusable body-mode graphLinked Anim Layer / Linked Anim GraphModular graph ownershipCopy-pasted graphs

Decision tests

Blend Space

Use when the desired pose is a smooth function of one or two measured values. Inputs must have meaningful units and ranges. Samples should represent comparable motion and compatible phase.

State Machine

Use when the animation mode persists and entry/exit rules matter. Keep gameplay truth outside the state machine; let transitions consume stable variables.

Montage

Use when gameplay explicitly starts/stops/branches an authored action. Use Sections for combos or loops and Slots for body-region application. Same-Slot sequences override one another.

Layered Blend per Bone

Use for regional full-pose overrides. Select Branch Filter or Blend Mask deliberately. Define the first affected bone and verify all descendants. Use mesh-space rotation blend when local-space composition produces shoulder/spine artifacts, then recheck cost and visual result.

Additive

Use when the clip represents a delta from a known reference pose. Confirm local-space or mesh-space additive setup and reference pose before blaming the graph.

Inertialization

Use for short transitions where preserving outgoing velocity matters more than continuing to evaluate the source clip. Keep standard crossfade when source Notifies or exact source phase must remain active through the transition.