Navigating Assets
Opening in Separate Tabs
Hold SHIFT while opening an animation asset to open it in a new tab.

Animation Asset Filtering
With an animation asset open, you can filter for content in the Asset Browser tab. Especially useful filters include Anim Filters > Uses Curve... and Anim Filters > Uses Skeleton Notify....
Content Browser Filtering
The Content Browser has various filters for animation content, but be sure to also look at the Other Filters category. It has helpful options, such as Checked Out files.
Reference Viewer
The Reference Viewer is very helpful for tracking down what assets reference animation assets.
Hotkey: Alt+Shift+R

Content Browser Advanced Search Syntax
Refer to the Advanced Search Syntax documentation for information on how to use the Content Browser's advanced search features.
Animation Blueprints
Blueprint Editor Cheat Sheet
Refer to the Blueprint Cheat Sheet for useful general tips on working with the Blueprint Editor.
Pose Watch
Right-click any anim node in the Animation Graph and select Toggle Pose Watch to see a debug drawing of the pose at that point in the graph.

Animation Sequence / Montage Editor
Visualizing Additives
When viewing an additive animation, click the Character button at the top of the preview viewport and choose Animation > Additive Base to draw the base pose.

Editor Preferences
AutoSave
You can disable AutoSave with the Enable AutoSave setting in the Editor Preferences.
Level Loading
Set the Load Level at Startup setting in Editor Preferences to Last Opened to always load the last level you had opened when relaunching the editor.
General Tips
Revert Unsaved Changes
If you've made unsaved changes to a file and you want to clear them, right click the file in the Content Browser and choose Asset Actions > Reload.
Play In Editor (PIE)
Animation Debug Text
Command | Description |
---|---|
NextDebugTarget (PGUP) | Change debug target |
PreviousDebugTarget (PGDOWN) | Change debug target |
ShowDebug | Clears display |
ShowDebug ANIMATION | Toggles display state of animation debug data |
ShowDebugToggleSubCategory | Toggles display of a specific category (see autocomplete results) |
Miscellaneous Commands
Command | Description |
---|---|
a.animnode.* | Debug options for various animation nodes |
Log <Category> <Verbosity> |
Change log verbosity Example of changing log verbosity: |
p.VisualizeMovement 0 | Hide movement component debug |
p.VisualizeMovement 1 | Show movement component debug |
show Bones | Show/hide bones |
show Collision | Show/hide collision |
Slomo 0.5 | Slow motion |
Stat FPS | Show framerate |
t.MaxFPS 0 | Remove framerate limit |
t.MaxFPS 20 | Limit framerate to 20 (warning: affects editor) |
Debugging LODs
Command | Description |
---|---|
a.VisualizeLODs 0 | Hide LOD info |
a.VisualizeLODs 1 | Show LOD info |
FORCESKELLOD LOD=2 | Force all skeletal meshes to LOD 2 |
FORCESKELLOD LOD=-1 | Disable forced LO |
Debugging Properties
Command | Description |
---|---|
DisplayAll <ClassName> <PropertyName> |
Display value of a property on all objects of a specific class Example using DisplayAll for component value: Example using DisplayAll for AnimBP value: |
DisplayClear | Clears results of DisplayAll |
GetAll <ClassName> <PropertyName> |
Same as DisplayAll, but prints to the Output Log |
Display <ObjectName> <PropertyName> |
Display property value for a single instance |
Using Display to find Actors
The GetAll command can be useful for finding what to use for <ObjectName>
.
- Find the Actor ID you're interested in by hovering over its name in the World Outliner. For example:
BP_MyPawn_C_3
- Run
GetAll MyAnimBP AimYaw
- Find the path to the object name in the Output Log. For example:
/Temp/UEDPIE_0_Untitled_1.Untitled_1:PersistentLevel.BP_MyPawn_C_3.CharacterMesh0.MyAnimBP_C_0
- Run
Display /Temp/UEDPIE_0_Untitled_1.Untitled_1:PersistentLevel.BP_MyPawn_C_3.CharacterMesh0.MyAnimBP_C_0 AimYaw
Memory Tracking
Command | Description |
---|---|
obj list class="AnimSequence" | List all animation sequences that are loaded (recommend testing in a cooked build) |
obj refs name=ASSET_NAME | Print the reference chain of a specific asset Example: |
Cheat Scripts
You can combine console commands into a single command by adding Cheat Scripts to your game's DefaultGame.ini.
Example:
[CheatScript.ShowAnimVars] +Cmd="displayclear" +Cmd="DisplayAll CharacterMovementComponent Velocity" +Cmd="DisplayAll MyAnimBP_C AimYaw"
Run from the console with: CheatScript ShowAnimVars
.
Editor Utility Widgets
Editor Utility Widgets allow custom editor widgets to be created entirely in Blueprint. A common use case is to create a set of buttons that trigger common Console Commands.