Appearance
How to create and link an animation layer
Use this guide when an item, stance, or presentation mode needs its own Motion pose set.
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: idle, move, and sprint item presentation clips.
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
MotionFirstPersonItemConfigasset. - Set
LinkedLayerClassto your newABP_*AnimLayersclass. - Set the presentation actor, attach socket, and relative transform.
- 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.
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.