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How linked animation layers work in Motion

Motion uses linked animation layers as the main extension point for character pose sets. They are not only an item feature.

The base character Animation Blueprint owns the high-level flow. The linked layer class supplies the active locomotion poses, aim offsets, skeletal controls, left-hand override, and first-person item hooks.

Preview

Motion's local first-person item presentation path is currently in Preview.

Use a MotionFirstPersonItemConfig asset to choose the presentation actor, linked layer, attach socket, and saved transform for each local first-person item. See First-person item configs.

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 drives the pose content used by the full-body locomotion state machine and the first-person item path.

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, left-hand override, first-person item space, and first-person upper body.

Runtime flow

For the current first-person item path, gameplay selects a MotionFirstPersonItemConfig.

If no item config is active, Motion falls back to the unarmed layer.

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.
  • First-person item space: item-specific helper-space or item-space adjustments.
  • First-person upper body: shared upper-body solve and pitch behavior.

The default local first-person split is:

  • put item-specific helper-space changes in FullBody_FirstPersonItemItemSpace
  • keep shared body and aim solve behavior in FullBody_FirstPersonItemUpperBody
  • override broader locomotion variables when the item needs a different full-body pose set

Next steps

Move from the layer model to setup and runtime reference.

Motion - Advanced First Person Character Controller