What problem does it solve? Choosing the wrong animation blending mechanism in Unreal Engine leads to foot sliding, phase drift, animation popping, and tangled AnimGraphs. This Skill guides you to the smallest correct mechanism—Blend Space, State Machine, Montage, Layered Blend per Bone, additive, Sync Group, or Inertialization—and provides implementation, tuning, and troubleshooting procedures for UE 5.8. ## Core Features & Use Cases - Mechanism Selection: A decision table maps each animation problem (locomotion, strafing, aim, regional actions, transitions) to the correct blend mechanism and flags common misuses. - Implementation Patterns: Step-by-step AnimGraph node orders for idle/walk/run Blend Spaces, 2D strafing, Aim Offsets, run-while-firing layering, reloads, additive recoil, and hit reactions. - Troubleshooting & Acceptance: A symptom-to-cause table covering double-stepping, foot sliding, inertialization errors, Slot conflicts, and network root-motion divergence, plus a staged debug sequence. - Use Case: A character's feet double-step during walk/run blends. The Skill directs you to place gait clips in a Sync Group with matching LeftFootDown/RightFootDown Sync Markers instead of lengthening crossfades. ## Quick Start Use the unreal-animation-blending skill to choose and configure the correct blending method for a character that must reload while moving.