Reference Guide - ABP Nodes

Overview

This guide lists all ABP nodes supported by the crowd animation system and details what level of functionality each node has compared to the full Unreal ABP implementation.

Before listing details, it’s worth noting there are some fundamental differences in the way the crowd animation system works on the GPU. Some properties (for example anything relating to blueprint events) will be ignored and won’t do anything. This caveat applies to all nodes, so to keep the guide short these limitations aren’t listed per-node with details - if a property involves blueprint functionality, you can assume this functionality is not supported. An example of this would be the On Initial Update / On Become Relevant / On Update functionality.

Unsupported blueprint functionality

Supported Nodes At A Glance

Below is a list of nodes and whether they support most common functionality. If a node is supported here the node will generally do something “reasonable”. It may not match the full Unreal ABP solution 1:1, but it will typically give a good approximation in the crowd for common use-cases.

If a node is not listed below it generally means the node is unsupported. There are a lot of nodes and this list only covers the common cases. Additional information and notes about each node can be found on the linked pages.

- Most features supported in a way that would be expected - Supported, but features missing or important differences to be aware of - Unsupported

  • Animation Playback

    • Sequence Player

    • Blendspace Player

    • AimOffset Player

    • Random Sequence Player

  • States and State Machines

    • State

    • State Alias

    • State Machine

    • Conduit

  • Variables

    • Anim Vars

  • Transitions

    • Transition Properties

    • Transition Rules

  • Special

    • Crowd Animation Output

    • Crowd Animation Switch

    • Crowd Animation Value Switch

    • Save Cached Pose

    • Use Cached Pose

  • Blends

    • Blend

    • Blend Multi

    • Layered Blend Per Bone

    • Apply Additive

    • Apply Mesh Space Additive

  • Common unsupported nodes

    • Blend by enum

    • Blend poses by bool / int

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