I defined a Gameplay Character but when I give the character a skeletal mesh it is in its stiff, default motion.

I’m going to implement simple movement animation blueprint for the character.
Character Asset
https://www.fab.com/listings/dc21702b-7f1e-4aa5-a747-78d519f5fb51
1. Create Animation Blueprint

Set skeleton to Yin

Open the animation blueprint.
2. Set Animation Blueprint Variable “Speed”
-
We’re going to set animation to
idleif the character’s speed is 0, andjoggingif speed is > 0. -
The animation state machine cannot use the given pawn’s status by itself, because it works in a different thread.
- We need to set a
SpeedVariable in the ABP(Animation Blueprint) and set it at event graph.
- We need to set a
-
We get the pawn’s actor and save it’s 2D speed to Speed

3. Add New State Machine
Now we add the animation state machine that will give us Idle or Jog Animation based on the Speed Variable we set.

Name the state machine anything (I named it WalkJog), create a Walk and Jog State and their transitions

We drag the idle animation to the Idle Combat State and connect it with the result pose. Same for Jog.

After doing this to jog to, we go to the state transitions and add Speed conditions to the transition.

Same for Jog -> Idle.
Now our animation blueprint is ready. Set it to our character.
