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Character updates

ABP_Survival_FPS waits until the next tick during initialization, gets the owning BP_Shooter_Character, and caches its gameplay animation component. During animation updates, it refreshes its settings when the active settings asset changes. It also calculates aim rotation and asks the active item for an aim point.
ABP_Survival_FPS event graph with initialization, OnSettingsUpdated, aim rotation, and Get Aim Point

The main Animation Blueprint caches the character, refreshes item settings, and updates aiming information.

Equipping a pot or food item still uses this character Animation Blueprint. The item’s settings choose the overlay and procedural class for the new pose. See Weapons for the bow and axe overlay graphs.

Item animation

Item Animation Blueprints are in Animations/Items. Examples include ABP_W_HX2, ABP_W_DL700, ABP_W_Pot, and ABP_W_WaterBottle. The shared ABP_Weapon_Template evaluates IdlePose at time zero and passes it through DefaultSlot for action montages. Despite its name, the same pattern also animates tools and consumables with moving parts.
Shared item animation template with Idle Pose, DefaultSlot, and Output Pose

The item graph combines its resting pose with action montages through DefaultSlot.

Use the item Animation Blueprint that matches the mesh’s Skeleton. The character montage moves the hands; the paired item montage moves parts such as the pot lid, rifle bolt, or bottle cap.

Action timing

AC_GameplayAnimation.StartAction sets HasActiveAction and clears the previous end-action timer. With Set Timer enabled, it schedules EndAction after 0.85 × ResetTime. Without the timer, the caller must clear the action when its sequence finishes.
StartAction setting Has Active Action and optionally starting an EndAction timer at 0.85 times Reset Time

StartAction marks the action active and optionally schedules EndAction from Reset Time.

Item Blueprints check this state before starting actions that should not overlap. For example, the knife checks it before playing a slash. The consumable sequence starts actions without an automatic timer while it switches between the regular item and consumable.

Where to make changes

For example, AC_DL700View uses DA_DL700. That asset references A_FP_DL700_Idle, ABP_Survival_FPS_Overlay, and ABP_Procedural_Survival_Weapon. The view’s paired montages animate the character and rifle during actions.