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Procedural assets

GameplayProceduralAsset stores the ordered feature stack used by . It also selects the default idle pose, an optional overlay Animator Controller, and the blend used when the active item changes. Every feature has a Weight from 0 to 1. Use 0 to isolate a feature while tuning. Removing a feature changes the stack itself; setting its weight to 0 keeps its position and configuration available.

Per-item overrides

GameplayProceduralOverride inherits one parent GameplayProceduralAsset. It replaces only the selected parent features and resolves the remaining features from the parent. Use as the shared stack for . Use for item-specific aim alignment and viewmodel corrections. This keeps common sway, additives, and aim behavior in one asset.
1

Edit shared behavior

Open when every item should receive the same change.
2

Override one feature

Open the item asset, select the inherited feature, and create a local override. Edit the local copy without changing the parent.
3

Test the resolved stack

Equip the item in Play mode. GameplayItemView.OnEquipItem passes its procedural asset to GameplayAnimationController.UpdateProceduralAsset.
Feature order is significant. A later feature receives the pose produced by every earlier feature. Keep the supplied order unless you are deliberately changing the animation pipeline.

Feature stack

The shipped template runs these five features in order:
  1. Viewmodel offset aligns the weapon and hand IK targets.
  2. ADS aligns the weapon aim point with the character aim target.
  3. Procedural additives applies authored additive movement and runtime recoil.
  4. Sway applies spring motion from movement and look input.
  5. Aim offset distributes view pitch, yaw, and lean across the body and can turn the model in place.
Tune weapon placement and ADS before evaluating additive motion or sway. Test Aim Offset with the final character controller because its turn-in-place behavior depends on how that controller rotates the character.