DocsRuntime FBX Import for Unreal EngineAnimation Import & Playback

Animation Import & Playback

Import FBX animation files and play them on imported characters

Overview

Animation data (keyframe tracks per bone) is stored inside FBX files. The plugin can read a separate animation FBX file and apply it to any already-imported skeletal mesh, or to an existing Skeletal Mesh Component in your scene.

There are two animation controller types: UProceduralSkeletalMeshComponent (for FBX-imported skeletal meshes) and URuntimeSkeletalMeshAnimationComponent (for driving a native Unreal USkeletalMeshComponent).

Importing an Animation

Call one of these on the FBX Import Manager:

NodeUse when…Key parameters
Import FBX Animation To ActorYou want to import an animation onto an FBX-imported character (the most common case)Animation File Path, FBX Mesh Actor reference, Skeletal Mesh Index (0 = first)
Import FBX AnimationYou have a direct USkeletalMeshNode referenceAnimation File Path, Skeletal Mesh Node reference
Import FBX Animation To Skeletal Mesh ComponentYou want to drive a native Unreal Skeletal Mesh Component (not an FBX-imported one)Animation File Path, Skeletal Mesh Component reference
πŸ’‘ Multiple animations: You can import multiple animation files onto the same character β€” each is stored under its animation name. Then play them by name.

Animation Events on the Import Manager

EventWhen it fires
On Animation ImportedAfter each individual animation track is loaded β€” receives Import ID, animation name, and track count
On Animation Import CompleteAfter all animations in a file are ready β€” receives file name and total animation count

Playback Controls β€” FBX-Imported Skeletal Mesh

After import, get the UProceduralSkeletalMeshComponent from the node (USkeletalMeshNode.ProcMeshComponent) and call these Blueprint nodes on it:

NodeParametersWhat it does
Play AnimationAnimation Name (String), Loop (bool)Start playback by animation name
Stop Animationβ€”Stop and reset to rest pose
Pause Animationβ€”Freeze at current frame
Resume Animationβ€”Continue from paused position
Set Animation Play RateFloat (1.0 = normal speed)Speed up or slow down
Get Animation DurationAnimation Name (String)Returns total length in seconds
Get Current Animation Timeβ€”Returns current playback position in seconds
Is Playing Animationβ€”Returns true/false
Get Animation Namesβ€”Returns array of all imported animation name strings
Has AnimationAnimation Name (String)Check if a given animation was imported
Get Num Animationsβ€”Returns number of animations imported onto this component

Playback Controls β€” Native Skeletal Mesh Component

To drive animation on a native USkeletalMeshComponent (e.g. your own character Blueprint's mesh), use the Runtime Skeletal Mesh Animation Component.

  1. Call Import FBX Animation To Skeletal Mesh Component on the manager to load the animation.
  2. Call Get Or Create Native Animation Controller on the manager, passing your Skeletal Mesh Component β€” this returns a URuntimeSkeletalMeshAnimationComponent.
  3. Use that component's Play Animation, Stop Animation, Pause Animation, Resume Animation, Set Animation Play Rate, Get Animation Duration, and other nodes (identical API to above).
ℹ️ The native controller captures the original animation state of your Skeletal Mesh Component before playback begins, and restores it when stopped β€” so you don't permanently break your character's animation.
Runtime FBX Import for Unreal Engine - Documentation | Athian Games