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Animation Studio

Animation Studio provides direct keyframe and curve editing for Unreal’s native Widget Blueprint animations. It works with the animation data already owned by the widget, with undo/redo and Sequencer integration.

A hierarchy-based timeline supports transform, opacity, and visibility channels. Use playback, snapping, filtering, and standard key editing operations to work on the properties that define the widget’s movement and appearance.

The widget hierarchy provides context while editing: an animation belongs to the same widget structure you work with in the Designer.

The synchronized Curve Editor supports interpolation, tangent editing, and weighted tangents. Use the timeline for timing and selection, then the Curve Editor for the shape of the change between keys.

Both surfaces edit Unreal’s native animation data. Changes participate in undo and redo, and the animation remains part of the Widget Blueprint.

  1. Choose a Widget Blueprint animation and the widget property you want to change.
  2. Edit transform, opacity, or visibility keys in the timeline, using snapping and playback to check timing.
  3. Refine interpolation and tangents in the synchronized Curve Editor.
  4. Review the animation in its widget context and use undo/redo when comparing an edit.
  5. Open Animation Workbench when you need to compare its coverage or structure with another clip.

Track types that Animation Studio does not support remain editable through Sequencer. Use that handoff when an animation needs a track outside the Studio’s supported channels.

Animation Workbench reviews coverage and clip structure. Anim Tools inspects and repairs animation data. Animation state machines control when clips play at runtime.