Animation Blueprint graphs
AGIRAn Animation Blueprint is a binary node graph: state machines, cached poses, blend spaces, layered blends, linked anims and transition rules. You normally read it by clicking through the Anim Graph editor node by node. AGIR writes that graph out as plain text, with every node, pose link, state and transition. You can read it in a diff or a pull request, and your assistant can write edited text straight back into the asset.
What it gives you
- Diffable in version control
- A
.uassetis an opaque blob in a review. As AGIR, a one-node change is a one-line diff, so you see exactly which transition rule, crossfade duration or blend mode changed. The same text is saved in asset dumps asagir.txt, sogit log -pandgrepboth work on it. - Reviewable like code
- State machines, cached poses and blend graphs read top to bottom. A reviewer can follow the structure without opening the editor or trusting a screenshot.
- Easy for your assistant to write
- Field names are the engine’s own property names, so your assistant writes graphs in the same vocabulary the engine uses, then writes them back into the asset.
- What carries over
- Node GUIDs and canvas positions travel with the text as
guid=and@(x, y), so a read, edit and write keeps identity and layout. State machines, blend spaces, cached poses, layered blends, linked anims and state aliases all carry over. Node colors and comments are dropped.
What the text looks like
A locomotion state machine read from the Anim Graph. Node types use their full path,
%sequence_player_0 and %state_machine_0 are local names, and an
output line is the pose that leaves a block.
entry anim_graph AnimGraph {
state_machine Locomotion { @(-512, -64)
state Idle { @(128, 0)
%sequence_player_0 = call `/Script/AnimGraph.AnimGraphNode_SequencePlayer`(Sequence: "/App/Anim/MM_Idle.MM_Idle") @(-256, -16)
output %sequence_player_0
}
state `Walk / Run` { @(384, 0)
%blend_space_player_0 = call `/Script/AnimGraph.AnimGraphNode_BlendSpacePlayer`(BlendSpace: "/App/Anim/BS_WalkRun.BS_WalkRun") @(-256, -16)
output %blend_space_player_0
}
transition Idle -> `Walk / Run` priority=1 rule=Idle_to_WalkRun crossfade_duration=0.2 blend_mode=2 logic_type=0
}
output %state_machine_0
}How to ask for it
Ask for the change. Your assistant reads the graph as text, edits the one line you asked about, and writes it back into the same asset. No clicking through the canvas. More examples are on the Animation Blueprint graphs page.
You: Slow the Idle → Walk crossfade in ABP_Manny to 0.35s.
Done. In ABP_Manny, the Idle → Walk crossfade is now 0.35s.Engine scope
AGIR works on Animation Blueprint graphs in UE 5.6. That is narrower than the engine range PinWright supports overall, so treat other engine versions as unverified for this format. It covers state machines, blend spaces, cached poses, layered and linked anims, custom transitions and state aliases.