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How to create and link an animation layer
Use this guide when an item, stance, or presentation mode needs its own broader Motion pose set. Do not create a linked layer just for baseline first-person held pose; use the automatic held pose overlay driven by AutomaticHeldPoseSettings on the item config for that path.
Create the layer
- Locate
ABP_ItemAnimLayersBaseinPlugins/MotionCore Content/EpicGames/Characters/Heroes/Mannequin/Animations/LinkedLayers. - Create a child Animation Blueprint.
- Rename it for the role it represents, such as
ABP_ShotgunAnimLayers. - Keep it parented to
ABP_ItemAnimLayersBase.
Most layers start as data overrides rather than copied graph logic.
Assign animation assets
Open the new ABP_*AnimLayers Blueprint and assign the exposed animation variables.
Common groups include:
- Idle: standing and crouched idle animations.
- Walk and jog cardinals: forward, backward, left, and right clips.
- Starts, stops, pivots: directional transition clips.
- Jump: start, loop, apex, fall, and land clips.
- Aiming: hip-fire pose and aim offset assets.
- First person: optional item-space or compatibility clips when this layer needs behavior beyond the baseline automatic held pose overlay.
Use ABP_UnarmedAnimLayers as the baseline reference and ABP_PistolAnimLayers as the item-specific example.
Add custom graph logic only when needed
Good candidates for custom graph logic include:
- helper-space transforms in
FullBody_FirstPersonItemItemSpace - unique aiming behavior in
FullBody_Aiming - item-specific hand IK in
FullBody_SkeletalControls - left-hand override behavior through
LeftHandPose_OverrideState
Keep custom logic close to the layer function it affects.
Link the layer
For local first-person items:
- Create or open a
MotionNativeFirstPersonItemConfigasset. - Set a complete first-person/world mesh pair.
- For automatic mode, set
AutomaticHeldPoseSettings.FallbackHeldPoseAnimationand any optional gameplay tag held pose entries. - Set
LinkedLayerClassto your newABP_*AnimLayersclass only if this automatic-mode item needs the linked-layer pose set. - Set the first-person and world relative transforms.
- Set that config as the active item config.
For this path, do not call Link Anim Class Layers yourself. UMotionHeldItemComponent performs that call when the active config changes and a linked layer class is assigned. Automatic overlay-only configs can leave LinkedLayerClass empty.
For non-item systems, call Link Anim Class Layers from the system that owns the stance or presentation mode change.
Test the layer
- Start PIE.
- Activate the item or stance that links the new layer.
- Walk, jog, sprint, crouch, jump, and land.
- Aim up and down if the layer changes aim offsets or upper-body behavior.
- Equip and unequip during movement.
For baseline held pose validation, test the automatic held pose overlay with every gameplay tag entry that should select a different item held pose animation, plus the fallback state. Locomotion states should continue to come from the host locomotion graph; the overlay only supplies item held pose presentation.