> ## 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.

# Gameplay animation

> See how item views update the character pose, play paired actions, and control animation timing.

Equipping a different item changes the way the character holds it, moves with it, and plays actions. `AC_GameplayAnimation`, attached to the character, is the connection between those item actions and the character's Animation Blueprint.

The item view gives this component the active animation settings and asks it to play actions. The component also tracks aiming, action, and lean state. The Animation Blueprint uses this information to build the pose you see.

An action uses a montage: an animation played over the current pose, such as drawing an item or opening a container. The view starts a character montage and its matching item montage together, so the hands and the item's moving parts stay in sync.

## From equipment to pose

<ol><li>When the character equips an item, its view calls `UpdateAnimationSettings`.</li>
<li>The settings select the holding pose and the classes that build its overlay and procedural animation layers.</li>
<li>The character Animation Blueprint starts with the overlay (the holding pose), plays any action montage through its slot, then adds procedural movement, aiming, and hand adjustments.</li>
<li>An animated item mesh plays its matching montage through its own Animation Blueprint.</li></ol>

## Survival Animation Blueprints

<ul><li>`ABP_Survival_FPS` is the character Animation Blueprint.</li><li>`ABP_Survival_FPS_Overlay` provides the common item overlay.</li><li>`ABP_Procedural_Survival_Item` and `ABP_Procedural_Survival_Weapon` provide the procedural layers selected by item and weapon settings.</li><li>The bow, axe, spear, and flare have their own overlays for aiming, blocking, or throw preparation.</li></ul>

The UE5 assets are in `Animations/Character/UE5`, with corresponding assets in `Animations/Character/UE4`. Use the configuration and retargeter for your source character family.

## Shared Animation Blueprints

The pack's graphs reuse smaller Animation Blueprints from Gameplay Framework. Each handles part of the pose, such as movement or sight alignment. Tune their input settings to adjust the result; open their graphs when you want to change how a behavior is calculated.

<table><thead><tr><th>Asset</th><th>Role</th></tr></thead>
<tbody><tr><td>`ABP_Template_Overlay`</td><td>Base overlay for the selected idle pose. An item's overlay can add states such as blocking or drawing a bow.</td></tr>
<tr><td>`ABP_Template_CopyPose`</td><td>Shared copy-pose building block for animation graphs that need another mesh's pose.</td></tr>
<tr><td>`ABP_Procedural_Locomotion`</td><td>Applies motion and offsets for the current movement state.</td></tr>
<tr><td>`ABP_Procedural_ADS`</td><td>Aligns the weapon toward the aim point and blends the aiming pose.</td></tr>
<tr><td>`ABP_Procedural_AimOffset`</td><td>Adjusts the pose from aim rotation.</td></tr>
<tr><td>`ABP_Template_Procedural_Viewmodel`</td><td>Applies viewmodel and hand offsets.</td></tr>
<tr><td>`ABP_Template_TwoBoneIK`</td><td>Shared two-bone IK building block for limb adjustment.</td></tr></tbody></table>

`ALI_Gameplay_Overlay` and `ALI_Gameplay_ProceduralLayer` define the linked layers. The main graph calls these interfaces; the classes selected by the settings provide their implementations.

![Gameplay overlay and procedural layer interfaces](https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/ABP_ImplementedInterfaces_Gameplay-Overlay_Gameplay-Procedural-Layer.png?fit=max\&auto=format\&n=BvKUc44M8EsdeT19\&q=85\&s=48a6a9e9e46b8cd9025ded140affca7b)

Linked layer interfaces connect the main graph to the selected layer classes.

Assign the pack's main Animation Blueprint to the character mesh. The main graph uses the shared templates and the layer classes selected by the item's settings.

Read [Animation settings](https://docs.kinemation.xyz/survival-pack/unreal/general/animation-settings.md) for the editable data behind these layers.

## Component calls

<table><thead><tr><th>Function</th><th>When to use it</th></tr></thead>
<tbody><tr><td>`UpdateAnimationSettings(NewSettings)`</td><td>Switch the pose and procedural setup when equipment changes.</td></tr>
<tr><td>`StartAction(ResetTime, bSetTimer)`</td><td>Mark an action active, optionally ending it with a timer.</td></tr>
<tr><td>`EndAction`</td><td>Clear the active action.</td></tr>
<tr><td>`PlayCharacterMontage`</td><td>Play a character montage and return its length.</td></tr>
<tr><td>`PlayItemMontage`</td><td>Play the paired item montage on the specified item mesh.</td></tr>
<tr><td>`ResolveMontage`, `ResolveAnimSequence`, `ResolveAnimInstance`</td><td>Look up replacement content from the configured overrides.</td></tr>
<tr><td>`UpdateLeaning`</td><td>Update the animation-facing lean value.</td></tr></tbody></table>

The views already call these functions for the item actions. Use the same path for custom actions so overrides and action timing continue to work.

## 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](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unreal/images/ABP_Survival_FPS_EventGraph_00000.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=961014e12bf2616775810f641a9acf7b)

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](https://docs.kinemation.xyz/survival-pack/unreal/general/items/weapons.md) 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](https://mintcdn.com/kinemation/SNGN1MO-2cou2Sl-/images/kinemation/unreal/ABP_Weapon_Template_AnimGraph_00000.png?fit=max\&auto=format\&n=SNGN1MO-2cou2Sl-\&q=85\&s=23635d5ae53063ee74dbe6e38aad9d10)

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](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unreal/images/AC_GameplayAnimation_StartAction_00000.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=c9aa0401adad3dd404f04535403f76f8)

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

| Change | Start here |
| - | - |
| Different idle or movement pose | The item's `DA_` animation settings. |
| New use, attack, reload, or inspect animation | The matching view's character/item montage pair. |
| Different sway or aiming motion | Shooter animation settings, when used by the item. |
| Different kick when firing | The settings asset's recoil data. |
| Custom character Skeleton | Animation configuration and overrides. |
| New procedural behavior | The assigned procedural Animation Blueprint's `ProceduralLayer` implementation. |

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.


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