What problem does it solve? Setting up character animation in Unreal Engine requires coordinating C++ AnimInstance classes, AnimGraph state machines, montages, and notifies across game and worker threads, which is error-prone without a clear architecture. ## Core Features & Use Cases - C++ AnimInstance Base Class: Compute locomotion variables (speed, direction, falling) in NativeThreadSafeUpdateAnimation and expose them to the AnimGraph via BlueprintReadOnly properties. - Montages & Anim Notifies: Play one-off actions like attacks and reloads with section control and completion delegates, and fire gameplay events at precise animation frames using custom UAnimNotify and UAnimNotifyState classes. - Modern 5.x Features: Integrate Motion Matching (Pose Search plugin), Motion Warping, linked anim layers for runtime animation set swapping, and inertialization for cheap blending. - Use Case: Build a third-person character locomotion system where a C++ AnimInstance drives a blend space state machine, while attack montages with weapon-trace notify states handle combat timing. ## Quick Start Ask the AI to set up a C++ UAnimInstance base class that computes speed and direction for a character locomotion state machine in Unreal Engine 5.