DEV Community

Dinesh
Dinesh

Posted on

Why My First Animation Blueprint Didn’t Work in Unreal Engine

I imported everything correctly… but nothing moved.

The character just stood there.

That’s when Animation Blueprints started making sense.

This post is part of my daily learning journey in game development.

I’m sharing what I learn each day — the basics, the confusion, and the real progress —

from the perspective of a beginner.

On Day 16 of my game development journey, I worked on importing animations and understanding Animation Blueprints in Unreal Engine.

What I tried / learned today

I imported the character mesh first into a new folder.

Then I created an Animations folder and imported Idle, Walk, Run, and Jump animations.

While importing animations, I learned that Unreal needs the correct skeletal mesh selected, or the animations won’t work properly.

Next, I created an Animation Blueprint using my character’s skeletal mesh.

Inside it, I added a State Machine and connected it to the Final Animation Pose.

I created states like:

  • Idle / Walk / Run
  • Jump

What confused me

The transition logic between states confused me a lot.

I didn’t understand how Unreal decides when to jump or when to return to idle.

What worked or finally clicked

Using Try Get Pawn Owner → Get Movement Component → Is Falling helped me detect when the character is in the air.

I stored that value in a variable and used it inside the state transition rules.

That finally made the jump logic work.

One lesson for beginners

  • Import the mesh first, animations later
  • Animation Blueprints control how the character moves
  • State machines look complex, but the logic is simple

Slow progress — but I’m building a strong foundation.

If you’re also learning game development,

what was the first thing that confused you when you started?

See you in the next post 🎮🚀

Top comments (0)