> For the complete documentation index, see [llms.txt](https://creationartstudios.gitbook.io/gcc-2.6/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://creationartstudios.gitbook.io/gcc-2.6/api/animation.md).

# Animation

## GCCAnimInstance

Gameplay Tag Blueprint Property Mapping is a special structure in GAS that can be used in Blueprints to "bind" specific properties. It watches an ASC for tag changes and automatically updates properties on another class.

### Properties <a href="#properties" id="properties"></a>

![Image](https://khxisaki.github.io/CommonGASDocs/img/initializewithabilitysystem.png)

![Image](https://khxisaki.github.io/CommonGASDocs/img/commonaniminstancecdo.png)

`FGameplayTagPropertyMapping`

The idea is simply that you can set a GameplayTag somewhere and then map it to a variable and then when you access the variable in your anim blueprint, it will match the tag.

### How Does It Work <a href="#how-does-it-work" id="how-does-it-work"></a>

1. Create an `animation blueprint` class with the parent of `CommonAnimInstance`.
2. Open your animbp class default and you should see `GameplayTags->GameplayTagPropertyMap->PropertiesMappings` ![Image](https://khxisaki.github.io/CommonGASDocs/img/gameplaytagpropertymapping.png)
3. Now, fill what gameplay tag you want to bind to a specific variable inside your anim bp.

Example:

![Image](https://khxisaki.github.io/CommonGASDocs/img/gameplaytagpropertymapping_filled.png)

Now, you should be good to go to manipulate the behaviour of that said variable to suit your need.
