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Animation

Overview

The animation system is structured as a main AnimInstance plus multiple Linked Animation Layers, each responsible for a specific concern.
All state is driven by FGameplayTag containers read from AGarCharacter via UGarCharacterMoverComponent.


UGarAnimationInstance

The primary UAnimInstance subclass assigned to AGarCharacter's skeletal mesh.

Key State Properties

Property Type Description
CurrentGameplayTags FGameplayTagContainer Tags from GAS, updated every frame
CharacterMovement FGarCharacterMovementState Velocity, acceleration, floor info, etc.
PoseState FGarPoseState Foot IK, spine lean, etc.
ViewYawAngle float Camera yaw offset (deg)
ViewPitchAngle float Camera pitch offset (deg)
SpineYawAngle float Spine aim yaw (deg)
IdleAdditiveAmount float 0–1 blend weight for idle additive layer
bIsActionRunning bool True while an action ability is active

Linked Instance References

Property Class
LayeringAnimInstance UGarLayeringAnimInstance
RagdollingAnimInstance UGarRagdollingAnimInstance

Linked Animation Layers

Class Role
UGarLayeringAnimInstance Base layering graph; blends all overlay and override layers
UGarOverlayAnimInstance ALS-style overlay (weapon/item in hands)
UGarDeltaOverlayAnimInstance Delta overlay — additive correction on top of overlay
UGarOverrideAnimInstance Full override of upper body (e.g. aiming, interacting)
UGarRagdollingAnimInstance Ragdoll blend-in/out and freeze pose snapshot
UGarRagdollingOverrideAnimInstance Override applied during ragdoll recovery

All linked instances extend UGarLinkedAnimationInstance which provides helper utilities and a reference back to UGarAnimationInstance.


Animation Blueprint Setup

  1. Assign UGarAnimationInstance (or a Blueprint subclass) as the Anim Class of the skeletal mesh.
  2. Link the layering and ragdolling instances via the Linked Anim Layer nodes inside the main Anim Graph.
  3. Overlay and delta-overlay instances are dynamically linked/unlinked at runtime by UGarOverlayModeComponent and UGarDeltaOverlayModeComponent.

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