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How to create a first-person item config

Use this guide to add a local first-person item presentation asset for Motion.

Create the config asset

  1. Create a new MotionFirstPersonItemConfig asset.
  2. Set PresentationActorClass to the actor that should be spawned locally.
  3. Set LinkedLayerClass to the item AnimBP layer class.
  4. Set PresentationAttachSocket to the socket on the presentation mesh.
  5. Set an initial PresentationRelativeTransform for on-screen framing.
  6. Activate the config through gameplay, Blueprint, or your equipment system.

If the item needs custom item-space animation behavior, override FullBody_FirstPersonItemItemSpace in the linked layer.

Tune the item in PIE

  1. Start PIE.
  2. Activate the item so Motion spawns its presentation actor.
  3. Select the spawned actor in the Outliner.
  4. Move or rotate the actor root until the item looks correct.
  5. In MotionFirstPersonItemTuning, click SaveCurrentTransformToConfig.

Motion writes the actor root relative transform back to the config asset and marks it dirty.

Reset live edits

  1. Select the spawned presentation actor.
  2. In MotionFirstPersonItemTuning, click ResetToConfig.

This reapplies the config transform and refreshes the held-item presentation.

Avoid child-component tuning

The saveback path captures the spawned actor root component's relative transform. Tune the actor root, not a child mesh component, or the saved config will not match what you see.

Motion - Advanced First Person Character Controller