Contents

Unreal Engine 5.8 · Focused reference

Action selector

On this page
NeedPreferAvoid
Persistent locomotion/modeState Machine, Blend Space, Motion Matchinglong looping Montage as primary locomotion
One-shot full-body actionMontage through full-body Slotstate explosion for every action
Upper-body action over locomotionMontage Slot + Layered Blend per Bonereplacing the locomotion base
Start-loop-end actionMontage Sections with runtime next-section changerestarting separate assets every loop
Contextual animation variant, same timing contractChild Montage or data-selected Montagebranching gameplay logic inside animation assets
GAS-owned ability actionPlay Montage and Wait Ability Taskunmanaged montage lifecycle
Pure cosmetic one-frame responseshort Montage or additive blend by complexityauthoritative gameplay in a cosmetic notify

Before authoring, write:

  • who may start the action;
  • when commitment begins;
  • which inputs buffer or cancel it;
  • whether locomotion continues underneath;
  • who owns displacement/collision;
  • which outcomes are completed, interrupted, or cancelled.

If those are undefined, additional Montage Sections will conceal rather than solve the design gap.

Sources and version

Documentation target: Unreal Engine 5.8. Confirm behavior in your installed engine; no per-procedure test result is implied.

Read this system’s sources and verification notes →

Canonical reference and AI copyunreal-animation-montages/references/action-selector.md

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