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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
- Create a new
MotionFirstPersonItemConfigasset. - Set
PresentationActorClassto the actor that should be spawned locally. - Set
LinkedLayerClassto the item AnimBP layer class. - Set
PresentationAttachSocketto the socket on the presentation mesh. - Set an initial
PresentationRelativeTransformfor on-screen framing. - 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
- Start PIE.
- Activate the item so Motion spawns its presentation actor.
- Select the spawned actor in the Outliner.
- Move or rotate the actor root until the item looks correct.
- In
MotionFirstPersonItemTuning, clickSaveCurrentTransformToConfig.
Motion writes the actor root relative transform back to the config asset and marks it dirty.
Reset live edits
- Select the spawned presentation actor.
- In
MotionFirstPersonItemTuning, clickResetToConfig.
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.