Migration notes: godot-animation-tree-mastery
Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.
If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.
3.x → 4.0
Official: Upgrading from Godot 3 to Godot 4
AnimationTreePlayerremoved →AnimationTree.AnimationPlayer.add_animation()→add_animation_library()+AnimationLibrary.- AnimationTree
set_process_mode()→set_process_callback(). - Tween node removed — use Tweeners (
create_tween()); available on 3.5+ for prep.
4.0 → 4.1
Official: Upgrading to Godot 4.1
AnimationNode._processrequires newtest_onlyparameter;blend_input/blend_nodegain optionaltest_only.AnimationNodeStateMachinePlayback.get_travel_pathreturnsArray[StringName].
4.1 → 4.2
Official: Upgrading to Godot 4.2
- Many
AnimationPlayer/AnimationTreeAPIs moved toAnimationMixerbase. method_call_mode→callback_mode_method;playback_process_mode/process_callback→callback_mode_process.playback_active→activeon mixer;AnimationTree.tree_roottyped asAnimationRootNode.AnimationPlayer.seekgains optionalupdate_only.
4.2 → 4.3
Official: Upgrading to Godot 4.3
Animationinterpolate /track_find_keygainbackward/limitoptions.AnimationMixer._post_process_key_valueobject arg isuint64.Skeleton3D.bone_pose_changed→skeleton_updated;BoneAttachment3D.on_bone_pose_update→on_skeleton_update.- Capture mode replaced; see Migrating Animations 4.0→4.3 article for blend/time semantics.
4.3 → 4.4
Official: Upgrading to Godot 4.4
No skill-relevant breaking changes for this hop.
4.4 → 4.5
Official: Upgrading to Godot 4.5
No skill-relevant breaking changes for this hop.
4.5 → 4.6
Official: Upgrading to Godot 4.6
AnimationPlayerassigned_animation/autoplay/current_animationareStringName(C# binary break).get_queuereturnsStringName[].
4.6 → 4.7
Official: Upgrading to Godot 4.7
Animation.lengthuses double metadata (C# impact).AnimationNodeBlendSpace1D/2D.add_blend_pointoptionalnamefor labeled blend positions.LookAtModifier3D.relativedefault isfalse(wastrue) — re-check aim/IK setups beside the tree (skeleton_ik_lookat.gd).