We provide all the information about MCP servers via our MCP API.
curl -X GET 'https://glama.ai/api/mcp/v1/servers/yarnovo/unreal-engine-knowledge-graph-mcp'
If you have feedback or need assistance with the MCP directory API, please join our Discord server
{
"filename": "documentation_zh-cn_unreal-engine_adding-character-animation-in-unreal-engine",
"sourceFile": "C:\\Users\\yarnb\\unreal-engine-knowledge-graph-mcp\\sources\\docs\\documentation_zh-cn_unreal-engine_adding-character-animation-in-unreal-engine.md",
"triples": [
{
"subject": "角色动画",
"predicate": "属于",
"object": "第一人称射击游戏开发",
"context": "角色动画是FPS游戏开发中的核心组成部分,直接影响玩家体验",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "动画蓝图",
"predicate": "实现",
"object": "角色动画",
"context": "动画蓝图是虚幻引擎中实现和控制角色动画的主要工具",
"direction": "unidirectional",
"confidence": 0.95
},
{
"subject": "AnimInstance",
"predicate": "作为父类",
"object": "动画蓝图",
"context": "创建动画蓝图时需要选择AnimInstance作为父类",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "状态机",
"predicate": "组成",
"object": "动画蓝图",
"context": "状态机是动画蓝图的核心组成部分,用于管理不同动画状态",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "动画状态",
"predicate": "包含",
"object": "待机/奔跑/跳跃等状态",
"context": "典型的FPS角色动画包含多种基础状态及其过渡",
"direction": "unidirectional",
"confidence": 0.95
},
{
"subject": "事件图表",
"predicate": "控制",
"object": "动画状态变量",
"context": "通过事件图表可以实时更新控制动画状态的变量",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "角色蓝图",
"predicate": "关联",
"object": "动画蓝图",
"context": "角色蓝图需要关联动画蓝图才能正确显示角色动画",
"direction": "bidirectional",
"confidence": 0.95
},
{
"subject": "FBX导入",
"predicate": "前置",
"object": "创建动画蓝图",
"context": "需要先导入FBX格式的动画资源才能创建动画蓝图",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "HeroFPP_Skeleton",
"predicate": "用于",
"object": "动画绑定",
"context": "导入动画时需要选择正确的骨架进行绑定",
"direction": "unidirectional",
"confidence": 0.95
},
{
"subject": "IsRunning变量",
"predicate": "控制",
"object": "奔跑状态过渡",
"context": "布尔变量用于控制角色在待机和奔跑状态间的过渡",
"direction": "unidirectional",
"confidence": 0.95
},
{
"subject": "IsFalling变量",
"predicate": "控制",
"object": "跳跃状态过渡",
"context": "布尔变量用于检测角色是否处于跳跃/下落状态",
"direction": "unidirectional",
"confidence": 0.95
},
{
"subject": "动画过渡",
"predicate": "基于",
"object": "时间条件",
"context": "部分动画过渡(如跳跃循环到结束)需要基于时间条件触发",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "角色移动组件",
"predicate": "提供",
"object": "运动状态数据",
"context": "通过获取角色移动组件可以判断当前运动状态(如是否在下落)",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "速度矢量",
"predicate": "用于",
"object": "判断奔跑状态",
"context": "通过计算速度矢量长度可以判断角色是否在移动",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "动画状态机",
"predicate": "连接",
"object": "最终动画姿势",
"context": "状态机的输出需要连接到Final Animation Pose节点",
"direction": "unidirectional",
"confidence": 0.95
},
{
"subject": "FPSMesh",
"predicate": "应用",
"object": "动画蓝图",
"context": "角色模型组件需要指定使用的动画蓝图",
"direction": "unidirectional",
"confidence": 0.95
},
{
"subject": "动画蓝图",
"predicate": "依赖",
"object": "项目设置",
"context": "创建动画蓝图前需要正确设置项目(如导入角色模型)",
"direction": "unidirectional",
"confidence": 0.8
},
{
"subject": "动画过渡状态",
"predicate": "需要",
"object": "条件判断",
"context": "每个过渡状态都需要设置进入条件(如变量判断或时间判断)",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "Play节点",
"predicate": "驱动",
"object": "动画状态",
"context": "每个动画状态都需要包含对应的Play节点来播放特定动画",
"direction": "unidirectional",
"confidence": 0.95
}
],
"timestamp": "2025-06-16T05:23:12.584Z",
"warnings": [
{
"type": "preprocessing_info",
"message": "移除了 100 个Blueprint对象块,内容长度减少 92.8%",
"timestamp": "2025-06-16T05:22:24.569Z"
},
{
"type": "large_file",
"message": "文档内容较长,可能增加API调用成本 (18738 字符)",
"timestamp": "2025-06-16T05:22:24.569Z"
}
],
"metadata": {
"fileSize": 267336,
"contentLength": 18738,
"processingTimeMs": 48027
}
}