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 stack
The shipped template runs these five features in order:- Viewmodel offset aligns the weapon and hand IK targets.
- ADS aligns the weapon aim point with the character aim target.
- Procedural additives applies authored additive movement and runtime recoil.
- Sway applies spring motion from movement and look input.
- Aim offset distributes view pitch, yaw, and lean across the body and can turn the model in place.