Skip to content

Anim Workbench Walkthroughs

Anim Workbench is the editor-facing label for the WbpAnimationWorkbench module. These walkthroughs show how to use it inside the Widget Blueprint editor without replacing Unreal’s normal widget animation data.

The workbench is best treated as a companion surface:

  • Designer remains where you select and visually edit widgets.
  • The UMG animation timeline remains where the actual MovieScene keys live.
  • Anim Workbench shows hierarchy-aware coverage, validation, repair actions, compare tools, and state-machine handoff.

Use the top-level UI Foundry -> Anim Workbench menu when you want the global utility window, or open the dockable Anim Workbench tab from inside a Widget Blueprint editor when you want it to follow the live Designer and animation selection.

The menu entry is intentionally placed under the top-level UI Foundry category and uses the Timecode icon in Level Editor, Widget Blueprint editor, and shared asset-editor contexts. The target picker includes both browse and use-current-selection buttons, so if the correct Widget Blueprint is selected in the Content Browser you can assign it directly.

Goal: Find missing tracks, orphan bindings, drift, and unbound clips in one pass.

  1. Open a Widget Blueprint that has one or more widget animations.
  2. Open Anim Workbench from the Widget Blueprint toolbar, or use UI Foundry -> Anim Workbench.
  3. If the panel is narrow, leave it in Auto layout so it uses the calmer docked presentation.
  4. Pick the target animation from the animation selector.
  5. Click Validate.
  6. Review the status strip first. It summarizes the recommended next action.
  7. Open the validation inspector only when you need the full issue list.

The most useful first checks are:

  • Coverage issues, which usually mean sibling animations have diverged.
  • MovieScene issues, which usually mean stale widget bindings or ordering drift.
  • Drift issues, which usually mean a clip leaves supported properties at unexpected end values.
  • State or Binding issues, which mean the clip and matching state-machine definitions disagree.

Use Copy Validation Report when you want a plain-text audit for a task, PR, or review thread.

Goal: Let the workbench fix non-destructive consistency issues before hand-editing anything.

  1. Select the Widget Blueprint and animation you want to repair.
  2. Run Validate.
  3. If the status strip recommends a safe repair, click the primary action.
  4. Use Fix Safe Issues (Current) when you only want to touch the selected animation.
  5. Use Fix Safe Issues (All) when you are doing a whole-asset cleanup pass.
  6. Validate again.

Safe repair can:

  • remove bindings for widgets that no longer exist
  • sort MovieScene bindings back into widget hierarchy order
  • normalize supported end-state property drift

Safe repair does not rewrite arbitrary keys or invent unsupported channels. If the issue needs a design decision, the workbench surfaces it instead of guessing.

Goal: Keep sibling state animations structurally consistent.

  1. Select the main animation, such as Hover.
  2. Select a compare animation, such as Pressed.
  3. Switch to Compare Diff.
  4. Review each widget row for missing or extra animated properties.
  5. Use Adopt Compare Structure when the selected animation should have the same widget/property structure as the compare animation.
  6. Use Copy Compare Timing when the selected clip should match the compare clip’s section timing.
  7. Use Copy Compare Values only when the selected clip should actually inherit the compare clip’s keyed data.

The compare view is intentionally more precise than a normal track list. It answers “what does this clip animate compared with its sibling?” without requiring you to open every animation timeline one by one.

Goal: Seed common UI animation channels without manually creating tracks for each widget.

  1. Select a widget in the Widget Blueprint Designer or hierarchy.
  2. Open or focus Anim Workbench.
  3. Select the target animation.
  4. Click Add Standard Channels.
  5. Open the animation timeline if you want to key the new channels directly.

The current standard channel set is:

  • RenderOpacity
  • RenderTransform

If you have a subtree selected, docked mode can auto-scope the workbench to that subtree. Use Pin Selected Widget when a widget is important enough to keep surfaced while sorting or filtering.

Goal: Use the workbench to find the problem, then jump back to Unreal’s native timeline to edit the keys.

  1. Select a widget row in Hierarchy, Coverage Matrix, or Compare Diff.
  2. Select the animation you want to edit.
  3. Use Reveal Selected Widget In Animation.
  4. The Widget Blueprint editor opens the selected clip and reapplies the widget selection.
  5. Make the actual key edits in the normal UMG animation timeline.
  6. Return to the workbench and validate again.

This is the intended relationship with Sequencer: Anim Workbench is the WBP-specific shell for discovery, consistency, and workflow guidance; the UMG timeline remains the advanced key editor.

Walkthrough 6: Bind a Clip to a State Machine

Section titled “Walkthrough 6: Bind a Clip to a State Machine”

Goal: Move from a finished widget animation clip to runtime state behavior.

  1. Set Owner Widget Class on your WbpAnimStateMachineDefinition to the Widget Blueprint class.
  2. In the Widget Blueprint, select the animation clip in Anim Workbench.
  3. Check the state binding status in the library row, bridge summary, or status strip.
  4. If the clip is already bound, use Open Bound State For <Clip>.
  5. If the clip is unbound and there is exactly one matching definition, use Create State From <Clip>.
  6. If multiple definitions match, open the candidates and choose deliberately.

When opened from the workbench, the state machine editor focuses the matching state. When you jump back from the state graph to the owning clip, the workbench shows a temporary bridge focus cue so the clip/state relationship stays visible.

Walkthrough 7: Use the Docked Panel Without Clutter

Section titled “Walkthrough 7: Use the Docked Panel Without Clutter”

Goal: Keep the workbench usable beside the normal WBP Designer and timeline.

  1. Dock Anim Workbench beside Details, below the hierarchy, or next to the animation timeline.
  2. Leave layout mode on Auto.
  3. Select a widget in Designer.
  4. Let docked mode auto-focus the selected subtree unless you explicitly choose another focus.
  5. Use the compact command bar and More menu instead of expanding every command group.
  6. Trust the status strip for the next best action.

For broad cleanup sessions, undock or widen the panel and switch to Expanded. For everyday authoring, the docked mode is meant to stay quiet until it has something useful to say.

The workbench opens but shows no useful state-machine binding

Section titled “The workbench opens but shows no useful state-machine binding”

Set Owner Widget Class on the matching state-machine definition. The bridge depends on the definition knowing which Widget Blueprint class it belongs to.

Hover the disabled command. The tooltip explains whether the missing context is a selected clip, a compare clip, a selected widget, or a safe-fix candidate.

A clip still looks wrong after safe repair

Section titled “A clip still looks wrong after safe repair”

Safe repair only fixes mechanical consistency issues. Open the clip timeline with Reveal Selected Widget In Animation and edit the actual keys.

Clear the focused subtree or switch filters back to All Widgets. Docked mode intentionally follows the selected widget to stay small enough for side-by-side WBP authoring.