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Gameplay animation runtime

AC_GameplayAnimation coordinates the active settings asset, action state, paired montage playback, animation overrides, and lean state.

Animation settings

is the data asset that selects the animation content and the procedural layers used by the character. is the editor-authored configuration asset used to organize those settings.

Shooter animation settings

extends the settings contract for weapon presentation. It works with and ; the assigned Animation Blueprint must implement the interfaces expected by the configured layer classes.

Procedural Animation Blueprints

The supplied procedural choices include . The configured Animation Blueprint receives the character movement, gait, aim, lean, weapon, and viewmodel state through the shared animation interfaces. Its procedural layer combines the selected movement motion, additive or sway data, IK targets, viewmodel offsets, and the base pose, then returns the final pose to the character graph.

Apply a new settings asset

  1. Create a project-owned asset or duplicate a supplied asset that you must keep unchanged.
  2. Assign compatible idle, movement, aiming, overlay, and procedural-layer assets.
  3. Confirm that the selected mesh, Skeleton, Animation Blueprint, and UE4 or UE5 animation family match.
  4. Call AC_GameplayAnimation.UpdateAnimationSettings(NewSettings) after the character and mesh are initialized.
  5. Use BP_GameplayAnimationOverride when only selected assets differ; keep the complete settings asset stable.
Do not mix a UE4 and UE5 animation family without verifying the Skeleton, retargeter, layer interfaces, and procedural graph.