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How linked animation layers work in Motion

Motion uses linked animation layers as an extension point for character pose sets. They are not required for the basic automatic first-person item held pose.

The base character Animation Blueprint owns the high-level flow. A linked layer class can supply active locomotion poses, aim offsets, skeletal controls, and left-hand override when a project needs a broader item or stance pose set.

Why layers matter

Motion builds on Lyra's modular animation system. The main character graph stays stable, while linked layers swap the active animation set.

This matters because a linked layer affects more than the held object. It can drive the pose content used by the full-body locomotion state machine, aiming, skeletal controls, and left-hand override.

Runtime relationship

Motion's layer stack uses these assets:

  • ABP_Mannequin_Base: main Animation Blueprint for the Motion character mesh.
  • ALI_ItemAnimLayers: Animation Layer Interface that defines the layer contract.
  • ABP_ItemAnimLayersBase: shared base implementation for item or stance layer Blueprints.
  • ABP_UnarmedAnimLayers: default unarmed layer.
  • ABP_PistolAnimLayers: built-in pistol layer example.

ABP_Mannequin_Base does not hard-code one locomotion animation set. Its state machine delegates state output to linked layer functions such as idle, start, cycle, stop, pivot, jump, fall, and land.

The main AnimGraph also calls layers for aiming, skeletal controls, and left-hand override. The default first-person held pose behavior belongs to the automatic held pose overlay path, not to required item movement states on ABP_ItemAnimLayersBase.

Runtime flow

For optional broader pose-set swaps, gameplay selects a MotionNativeFirstPersonItemConfig that has LinkedLayerClass assigned. Custom overlay graph references live in CustomOverlaySettings and do not replace the normal linked-layer class.

If no item config is active, Motion falls back to the unarmed layer or pass-through behavior. If an active item config has no LinkedLayerClass, the automatic held pose overlay can still work without a linked-layer setup warning. If an active custom graph config has no custom overlay layer, overlay validation reports a setup error.

Layer responsibilities

Use linked layers for animation content that changes by stance, item, or presentation mode:

  • Locomotion states: idle, start, cycle, stop, pivot, jump, fall, and land pose content.
  • Aiming: item or stance aim poses and aim offsets.
  • Skeletal controls: hand IK and per-layer skeletal control settings.
  • Left-hand override: optional left-hand pose override behavior.

Use the automatic held pose overlay graph for the basic tag-driven item held pose. Use linked layers when the item needs a broader animation set or integration with the existing layer stack:

  • keep the basic automatic held pose animation, pitch distribution, and hand IK in the Motion held pose overlay
  • override broader locomotion variables when the item needs a different full-body pose set

Do not treat the sample pistol variables FirstPersonItem_Idle, FirstPersonItem_Move, or FirstPersonItem_Sprint as required default held pose states. Configured finite presentation actions can run inside the Motion overlay when that bridge is enough. Fire, reload, recoil, melee, and equip actions from your project should compose after the basic held pose overlay when they need gameplay scheduling, networking, branching, or custom graph behavior.

Next steps

Move from the layer model to setup and runtime reference.

Motion - Advanced First Person Character Controller