Gameplay Animation Controller
GameplayAnimationController is the shared animation entry point for . It combines the base animation pose, mapped skeleton, animation overrides, and active procedural asset.

Gameplay Animation Controller inputs and base animation settings.

Select the procedural asset from the General tab before editing features.
Procedural assets
AGameplayProceduralAsset defines a default idle pose, an optional overlay controller, blend timing, and an ordered list of features. The equipped GameplayItemView can provide a weapon-specific asset, so tune the profile assigned to the item you are testing.


Create a local override for one procedural feature.
Viewmodel Offset
Overview. Viewmodel Offset moves the weapon pivot, weapon bone, and right and left hand IK targets. Position values are authored in centimeters and converted to Unity units at runtime.
Viewmodel Offset settings.
Aim Offset
Overview. Aim Offset distributes pitch, yaw, and roll across mapped bones. It can also rotate the model in place after the view exceeds Angle Threshold.
Aim Offset and turn-in-place settings.
Shooter Core procedural features
Shooter Core adds weapon-specific ADS, additive movement, recoil, and sway to the Gameplay Framework procedural stack used by .ADS
Overview.ShooterAdsFeature aligns the mapped weapon bone with an Aim Target. It reads the active WeaponView aim point and blends position and rotation independently.

Shooter ADS settings.
WeaponView.
Procedural Additives
Overview.ShooterAdditiveFeature applies the weaponBoneAdditive motion and the output from RecoilAnimation to the mapped weapon bone. Separate idle and walk scales are available for hip fire and ADS.

Shooter Procedural Additives settings.
1 for hip-fire idle and walk to preserve the authored motion. Reduce the ADS values when sight alignment must stay stable; the supplied profile uses approximately 0.1 idle and 0.2 walk. Keep a nonzero value when you still want breathing or movement while aiming.
Sway
Overview.ShooterSwayFeature applies spring-based movement sway from move input and aiming sway from look delta. Each block has position and rotation springs, clamps, damping, application space, and an ADS scale.

Shooter Sway settings.
0.5 is a practical starting point.
Animation curve properties
Gameplay curves control how locomotion and overlay animation combine on each body group. Select an animation clip, then choose Assets > Edit Gameplay Curve Properties. The editor exposes lower body, spine, neck, arms, fingers, and weapon properties.
Use + to add a constant curve and - to remove it. Right-click a value to switch between a constant value and an animated curve. Save the clip after each group of changes.
Recommended starting profiles
These are starting points based on the supplied and clips. Tune them after you preview your own locomotion and target rig.
For a pure first-person controller, let the overlay own the spine and arms. This keeps the weapon pose close to the authored animation. For a hybrid controller, preserve the arm local pose while the visible body follows locomotion. This reduces arm drift when the same character must read from first- and third-person cameras.
Adjustment order
1
Fix the reference pose and curves
Confirm that the baked clip has the correct body-layer weights before compensating with procedural offsets.
2
Align the viewmodel
Tune Viewmodel Offset, then create local overrides for weapons that need unique grips.
3
Configure ADS
Assign the weapon aim point and tune the ADS blend and transition speeds.
4
Add motion
Tune additives, recoil, sway, and Aim Offset in that order. Validate hip fire, ADS, locomotion, reload, and turn-in-place after each change.
The setup is complete when the weapon aligns in ADS, both hands keep their grips, locomotion does not pull the upper body away from the weapon, and the same settings remain stable at your first- and third-person camera distances.
