> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kinemation.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# Animation settings

> Adjust item holding poses and movement, with aiming, sway, and recoil settings for weapons.

Open the item's `DA_` asset in `Survival_FPS_Pack/Blueprints/Items/Settings` to adjust its animation settings. For example, use `DA_Pot` for the pot, `DA_Bread` for bread, or `DA_DL700` for the rifle. For an introduction, see [Making adjustments](https://docs.kinemation.xyz/survival-pack/unreal/get-started/making-adjustments.md).

![Survival DA animation settings assets including DA\_DL700, DA\_HX2, tool settings, and consumable settings](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unreal/images/survival-pack_item-animation-settings-assets.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=d079a6b5450e174a6859ee5fa46f1b92)

Each item has a matching animation settings asset in Blueprints/Items/Settings.

## Gameplay animation settings

Each item has a settings asset describing how the character should hold it and move with it. The item view references that asset through `AnimationSettings`. When you equip the item, the view passes it to `AC_GameplayAnimation`, which updates the character's pose and animation layers.

`BP_Gameplay_AnimationSettings` defines the shared pose, offset, and movement settings below. Weapon settings inherit these and add aiming, recoil, and sway.

### General

![Animation settings General fields](https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/AnimationSettings_General.png?fit=max\&auto=format\&n=BvKUc44M8EsdeT19\&q=85\&s=2395d82e5969e45ee45f9678d7d3be5f)

Select the idle pose and linked layer classes.
<table><thead><tr><th>Property</th><th>What it does</th></tr></thead>
<tbody><tr><td>`IdlePose`</td><td>Sets the base item-holding pose.</td></tr>
<tr><td>`OverlayClass`</td><td>Selects the Animation Blueprint implementing the gameplay overlay.</td></tr>
<tr><td>`ProceduralLayerClass`</td><td>Selects the Animation Blueprint implementing the procedural layer.</td></tr></tbody></table>

Use layer classes compatible with the character Skeleton. Changing the idle pose changes how the hands hold the item before procedural adjustments.

### Viewmodel offset

`F_ViewmodelOffset` groups four transforms. Each contains location, rotation, and scale.

![Viewmodel offset transforms](https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/AnimationSettings_General_ViewmodelOffset.png?fit=max\&auto=format\&n=BvKUc44M8EsdeT19\&q=85\&s=e67ae263a71bda213eabf9e5404c43b8)

Adjust item placement and hand targets.
<table><thead><tr><th>Transform</th><th>Use</th></tr></thead>
<tbody><tr><td>`PivotOffset`</td><td>Adjust the viewmodel pivot used by procedural positioning.</td></tr>
<tr><td>`WeaponOffset`</td><td>Move or rotate the held item.</td></tr>
<tr><td>`RightHandOffset`</td><td>Adjust the right-hand target.</td></tr>
<tr><td>`LeftHandOffset`</td><td>Adjust the left-hand target.</td></tr></tbody></table>

Start with `WeaponOffset` when changing framing. Use hand offsets to correct the grip. Check the idle pose and the item's actions after changing offsets.

### Movement

Each state uses `F_Procedural_Gait`: `Idle`, `Walk`, `Sprint`, `JumpStart`, `JumpLoop`, and `JumpEnd`.

![Procedural movement settings](https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/AnimationSettings_ProceduralMovement.png?fit=max\&auto=format\&n=BvKUc44M8EsdeT19\&q=85\&s=1dec5811dbbced0b074bcaac9f5757c3)

Each movement state has its own motion, strength, speed, and offset.
<table><thead><tr><th>Property</th><th>Use</th></tr></thead>
<tbody><tr><td>`Motion`</td><td>Animation Sequence used for that movement state.</td></tr>
<tr><td>`Intensity`</td><td>Strength of the motion. Lower it for a quieter pose.</td></tr>
<tr><td>`PlayRate`</td><td>Playback speed. Increase it for a faster motion cycle.</td></tr>
<tr><td>`Offset`</td><td>Additional transform for the state, such as a different sprint pose.</td></tr></tbody></table>

The character chooses the movement state; this asset controls how it looks.

## Configuration and overrides

Using a different character Skeleton requires retargeted animations and compatible Animation Blueprints. A configuration lists the original assets; an override connects each original to its replacement. Item views can then keep their original references while the animation component selects the versions for your character.

`BP_GameplayAnimationConfig` collects the source mesh, animations, and classes for retargeting. To adjust an item's pose or motion, edit its animation settings asset.

![Gameplay animation config fields](https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/BP_GameplayAnimationConfig.png?fit=max\&auto=format\&n=BvKUc44M8EsdeT19\&q=85\&s=d46faee2e81840caeaf0b113967d8d43)

The config asset groups source animation content.
<table><thead><tr><th>Config property</th><th>Contents</th></tr></thead>
<tbody><tr><td>`CharacterMesh`</td><td>The source character mesh.</td></tr>
<tr><td>`Animations`</td><td>Animation assets belonging to the configuration.</td></tr>
<tr><td>`AnimationBlueprints`</td><td>Animation Blueprint classes belonging to it.</td></tr></tbody></table>

`BP_GameplayAnimationOverride` maps that source content to replacements:

<table><thead><tr><th>Override property</th><th>Contents</th></tr></thead>
<tbody><tr><td>`Config`</td><td>The configuration being replaced.</td></tr>
<tr><td>`CharacterMesh`</td><td>Replacement character mesh.</td></tr>
<tr><td>`AnimationOverrides`</td><td>Original animation → replacement animation.</td></tr>
<tr><td>`AnimBlueprintOverrides`</td><td>Original class → replacement class.</td></tr></tbody></table>

Add the override to `AC_GameplayAnimation.Overrides`. Its resolve functions look up replacement sequences, montages, and Animation Blueprint classes. Follow the [Animation setup guide](https://docs.kinemation.xyz/survival-pack/unreal/tutorials/animation-setup.md) to prepare a custom character.

`DA_DL700` references `A_FP_DL700_Idle`, `ABP_Survival_FPS_Overlay`, and `ABP_Procedural_Survival_Weapon`. Its recoil reference points to `RD_DL700`. Duplicate this asset when you want independent rifle pose and motion settings.

The following settings add aiming, sway, and recoil for items that use `BP_Shooter_AnimationSettings`. Use them when tuning the rifle or bow. Tool and consumable actions are configured on their views and overlays.

## Shooter animation settings

`BP_Shooter_AnimationSettings` adds aiming, recoil, and sway to the Gameplay Framework animation settings. The weapon view uses the asset assigned to **Animation Settings**.

### Aiming

![ADS animation settings](https://mintcdn.com/kinemation/UM_aaEsISgGp3gjD/images/shooter-core/unreal/ShooterAnimationSettings_Aiming.png?fit=max\&auto=format\&n=UM_aaEsISgGp3gjD\&q=85\&s=b5e57e80a48396370b855ba10c58a449)

ADS controls the transition, retained additive motion, and camera FOV.
<table><thead><tr><th>Property</th><th>Effect</th></tr></thead>
<tbody><tr><td>`AdsSpeed`</td><td>Speed of the transition into and out of aiming.</td></tr>
<tr><td>`AdsEasing`</td><td>Shape of that transition.</td></tr>
<tr><td>`AdsAdditiveBlend`</td><td>Amount of additive motion retained while aiming.</td></tr>
<tr><td>`AdsFOV`</td><td>Target camera FOV while aiming. Lower values give a narrower view.</td></tr>
<tr><td>`AdsMotion`</td><td>The IK motion used when aiming.</td></tr>
<tr><td>`FireModeMotion`</td><td>The IK motion used when switching fire modes.</td></tr></tbody></table>

See [IK motion](https://docs.kinemation.xyz/survival-pack/unreal/general/ik-motion.md) to adjust the motion assets.

### Recoil

`RecoilData` selects a `DA_RecoilData` asset. This is where you choose the weapon's recoil profile; edit the selected asset to change the kick, recovery, and shake. See [Recoil](https://docs.kinemation.xyz/survival-pack/unreal/general/recoil.md).

![Recoil Data assignment](https://mintcdn.com/kinemation/UM_aaEsISgGp3gjD/images/shooter-core/unreal/ShooterAnimationSettings_Recoil.png?fit=max\&auto=format\&n=UM_aaEsISgGp3gjD\&q=85\&s=74e96ff1b33e7654c99f5df1fd19a3a2)

Choose the weapon's recoil data asset.

### Sway

`MovementSway` responds to character movement. `AimingSway` responds to look input. Both use `F_WeaponSway`, with separate `Position` and `Rotation` settings.

![Movement and aiming sway fields](https://mintcdn.com/kinemation/UM_aaEsISgGp3gjD/images/shooter-core/unreal/ShooterAnimationSettings_Sway.png?fit=max\&auto=format\&n=UM_aaEsISgGp3gjD\&q=85\&s=abfa69b12250ff8d895c0ce9ff7e46ce)

Position and rotation have independent sway settings.

Each position/rotation group uses `F_WeaponSwayVector`:

<table><thead><tr><th>Property</th><th>Effect</th></tr></thead>
<tbody><tr><td>`Stiffness`</td><td>Strength of the spring response on each axis.</td></tr>
<tr><td>`Damping`</td><td>How quickly spring oscillation settles.</td></tr>
<tr><td>`InterpSpeed`</td><td>How quickly the driving value follows its target.</td></tr>
<tr><td>`SmoothingSpeed`</td><td>Smooths the resulting response.</td></tr>
<tr><td>`ClampValue`</td><td>Bounds the input where the sway graph applies clamping.</td></tr>
<tr><td>`Scale`</td><td>Per-axis strength and direction. A negative value reverses an axis.</td></tr>
<tr><td>`AdsScale`</td><td>Multiplier while aiming. Reduce it for steadier sights.</td></tr></tbody></table>

Change one group at a time. Test lateral movement for movement sway and quick mouse turns for aiming sway, then repeat while aiming.

## Try an adjustment

Duplicate `DA_DL700` and assign it to your copied `AC_DL700View`. Reduce **Ads FOV** by ten degrees, equip the rifle, and aim. You should see a narrower view. Restore the value, then reduce **Idle > Intensity** to compare idle movement.


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