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IKMotion plays authored IK motion data through the AC_IKMotionPlayer inherited by BP_Gameplay_Character. Play(NewMotion) stores the new asset, caches the current IKMotion, resets IKMotionPlayback to 0.0, and sets PlayingIkMotion to true. The component’s update path advances playback. To play an authored motion:
  1. Create or select a DA_IKMotion compatible with the character skeleton and Animation Blueprint.
  2. Get the character’s inherited AC_IKMotionPlayer.
  3. Call Play(ProjectMotion) once when the gameplay state begins.
  4. Start a related montage from the same action event or notify when the two motions must align.
Do not call Play every Tick. Each call resets playback to the beginning.
The Sci-Fi pack’s Blueprints/AdditiveMotions folder contains IK_Ads, IK_FireMode, and IK_ReadyPose as examples.

Use a ready-pose motion

  1. Select a compatible project DA_IKMotion or start from IK_ReadyPose.
  2. Obtain AC_IKMotionPlayer from the Sci-Fi character.
  3. Call Play once when the ready state begins.
  4. Allow the component update path to finish playback.
  5. Trigger any paired montage from the same explicit state event.
Use IK_Ads and IK_FireMode as references for aim and fire-mode transitions. Keep gameplay state outside the data asset.