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:
- Create or select a
DA_IKMotion compatible with the character skeleton and Animation Blueprint.
- Get the character’s inherited
AC_IKMotionPlayer.
- Call
Play(ProjectMotion) once when the gameplay state begins.
- 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
- Select a compatible project
DA_IKMotion or start from IK_ReadyPose.
- Obtain
AC_IKMotionPlayer from the Sci-Fi character.
- Call
Play once when the ready state begins.
- Allow the component update path to finish playback.
- 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.