Overlay reference The overlay component and the overlay Anim Blueprints (pose, body, first person, layer blending).
How to read these tables
Settings are the values you tune: select the component in your pawn Blueprint (or open the asset) and look in the Details panel under the category shown. Runtime state is written by the system while it runs; read it, do not set it. Functions marked pure have no execution pins. The descriptions are the same as the Details panel tooltips. Default is the class default; where a sample pawn sets a different value on its component, the description says so ( ).
AC_OverlaySystem /GASPALS/Systems/OverlaySystem/AC_OverlaySystem · parent ActorComponent
Settings Variable Type Default Description Overlay Body OverlayBody Enum_OverlayBody Default Selected overlay body (Default, Masculine, Feminine); replicated, OnRep relinks the body anim layer. (replicated (RepNotify)) Overlay Pose OverlayPose Enum_OverlayPose Default Selected overlay pose (held item or stance, e.g. Default, Injured, HandsTied); replicated, OnRep relinks the pose anim layer. (replicated (RepNotify))
Functions Function Inputs Outputs Description UpdateOverlayBody Links the anim layer class that matches the current OverlayBody onto the parent mesh. UpdateOverlayPose Links the anim layer class that matches the current OverlayPose onto the parent mesh. InitializeSystem ParentMesh (SkeletalMeshComponent ref) Stores the parent mesh and links the initial overlay body and pose anim layers. Called once by the owner on setup. CloseOverlayMenus Closes the overlay pose and body menus without selecting anything: removes the switcher widgets and restores global time dilation to 1. Called from EndPlay, so a pawn destroyed with a menu open does not leave the game slowed down.
Events UpdateSelectedOverlayPose: Server RPC , reliable. UpdateSelectedOverlayBody: Server RPC , reliable. ABP_OverlayPose_Base /GASPALS/Systems/OverlaySystem/OverlayPose/ABP_OverlayPose_Base · parent AnimInstance · implements ALI_OverlayPose_C
Settings Overlay > Aim Variable Type Default Description Aim Sweep Interp Speed Local AimSweepInterpSpeed_Local Float 30 Arm pitch (aim sweep) interpolation speed on the machine that controls the pawn. Higher = the weapon pitch follows the mouse faster. Set on every overlay child too (class defaults are not inherited by existing children). Aim Sweep Interp Speed Remote AimSweepInterpSpeed_Remote Float 10 Arm pitch (aim sweep) interpolation speed on other machines, where the pitch arrives in network steps.
Overlay > Config Variable Type Default Description Can Aim bCanAim Boolean false Whether this overlay allows aiming; when false the aim poses are skipped by the pose state machine.
Overlay > Poses > Crouch Variable Type Default Description Crouch Relax Idle Crouch_Relax_Idle Struct_OverlayCurves Overlay pose animation for crouch idle, relaxed (weapon lowered). Crouch Ready Idle Crouch_Ready_Idle Struct_OverlayCurves Overlay pose animation for crouch idle, ready (weapon raised, not aiming). Crouch Aim Idle Crouch_Aim_Idle Struct_OverlayCurves Overlay pose animation for crouch idle, aiming. Crouch Relax Move Crouch_Relax_Move Struct_OverlayCurves Overlay pose animation for crouch moving, relaxed (weapon lowered). Crouch Ready Move Crouch_Ready_Move Struct_OverlayCurves Overlay pose animation for crouch moving, ready (weapon raised, not aiming). Crouch Aim Move Crouch_Aim_Move Struct_OverlayCurves Overlay pose animation for crouch moving, aiming. Crouch Aim Sweep Crouch_Aim_Sweep AnimSequence ref Additive aim sweep animation for crouched aim, blended by AimSweepValue (aim pitch up to down).
Overlay > Poses > Stand Variable Type Default Description Stand Relax Idle Stand_Relax_Idle Struct_OverlayCurves Overlay pose animation for stand idle, relaxed (weapon lowered). Stand Ready Idle Stand_Ready_Idle Struct_OverlayCurves Overlay pose animation for stand idle, ready (weapon raised, not aiming). Stand Aim Idle Stand_Aim_Idle Struct_OverlayCurves Overlay pose animation for stand idle, aiming. Stand Relax Walk Stand_Relax_Walk Struct_OverlayCurves Overlay pose animation for stand walking, relaxed (weapon lowered). Stand Ready Walk Stand_Ready_Walk Struct_OverlayCurves Overlay pose animation for stand walking, ready (weapon raised, not aiming). Stand Aim Walk Stand_Aim_Walk Struct_OverlayCurves Overlay pose animation for stand walking, aiming. Stand Relax Run Stand_Relax_Run Struct_OverlayCurves Overlay pose animation for stand running, relaxed (weapon lowered). Stand Ready Run Stand_Ready_Run Struct_OverlayCurves Overlay pose animation for stand running, ready (weapon raised, not aiming). Stand Aim Run Stand_Aim_Run Struct_OverlayCurves Overlay pose animation for stand running, aiming. Stand Relax Sprint Stand_Relax_Sprint Struct_OverlayCurves Overlay pose animation for stand sprinting, relaxed (weapon lowered). Stand Aim Sweep Stand_Aim_Sweep AnimSequence ref Additive aim sweep animation for standing aim, blended by AimSweepValue (aim pitch up to down).
Runtime state (1 variables) Variable Type Default Description Use Thread Safe Update Animation UseThreadSafeUpdateAnimation Boolean false Cached DDCVar .ThreadSafeAnimationUpdate.Enable, read once at initialize. Picks whether the game-thread or the thread-safe update runs Update_OverlayValues.
Functions Function Inputs Outputs Description Update_OverlayValues DeltaTime (Float) Interpolates AimSweepValue towards the pawn's aim pitch, using the Local or Remote interp speed. Runs every animation update. Update_PropertiesFromCharacter Caches the owning pawn's animation properties and whether it is locally controlled. Runs on the game-thread update.
ABP_OverlayBody_Base /GASPALS/Systems/OverlaySystem/OverlayBody/ABP_OverlayBody_Base · parent AnimInstance · implements ALI_OverlayBody_C
Settings Variable Type Default Description Pose Stand Idle Pose_Stand_Idle AnimSequence ref Overlay body pose animation for standing idle. Pose Stand Move Pose_Stand_Move AnimSequence ref Overlay body pose animation for standing movement. Pose Crouch Idle Pose_Crouch_Idle AnimSequence ref Overlay body pose animation for crouched idle. Pose Crouch Move Pose_Crouch_Move AnimSequence ref Overlay body pose animation for crouched movement.
Functions Function Inputs Outputs Description Update_PropertiesFromCharacter Caches the owning pawn's animation properties into CharacterProperties. Runs on the game-thread update.
ABP_OverlayFirstPerson_Base /GASPALS/Systems/OverlaySystem/FirstPerson/ABP_OverlayFirstPerson_Base · parent AnimInstance · implements ALI_OverlayFirstPerson_C
Settings Overlay > Config Variable Type Default Description Can Aim bCanAim Boolean false Whether this overlay allows aiming; when false the aim poses are skipped by the pose state machine.
Overlay > Poses > Crouch Variable Type Default Description Crouch Relax Idle Crouch_Relax_Idle Struct_OverlayCurves First-person arms pose animation for crouch idle, relaxed (weapon lowered). Crouch Ready Idle Crouch_Ready_Idle Struct_OverlayCurves First-person arms pose animation for crouch idle, ready (weapon raised, not aiming). Crouch Aim Idle Crouch_Aim_Idle Struct_OverlayCurves First-person arms pose animation for crouch idle, aiming. Crouch Relax Move Crouch_Relax_Move Struct_OverlayCurves First-person arms pose animation for crouch moving, relaxed (weapon lowered). Crouch Ready Move Crouch_Ready_Move Struct_OverlayCurves First-person arms pose animation for crouch moving, ready (weapon raised, not aiming). Crouch Aim Move Crouch_Aim_Move Struct_OverlayCurves First-person arms pose animation for crouch moving, aiming.
Overlay > Poses > Stand Variable Type Default Description Stand Relax Idle Stand_Relax_Idle Struct_OverlayCurves First-person arms pose animation for stand idle, relaxed (weapon lowered). Stand Ready Idle Stand_Ready_Idle Struct_OverlayCurves First-person arms pose animation for stand idle, ready (weapon raised, not aiming). Stand Aim Idle Stand_Aim_Idle Struct_OverlayCurves First-person arms pose animation for stand idle, aiming. Stand Relax Walk Stand_Relax_Walk Struct_OverlayCurves First-person arms pose animation for stand walking, relaxed (weapon lowered). Stand Ready Walk Stand_Ready_Walk Struct_OverlayCurves First-person arms pose animation for stand walking, ready (weapon raised, not aiming). Stand Aim Walk Stand_Aim_Walk Struct_OverlayCurves First-person arms pose animation for stand walking, aiming. Stand Relax Run Stand_Relax_Run Struct_OverlayCurves First-person arms pose animation for stand running, relaxed (weapon lowered). Stand Ready Run Stand_Ready_Run Struct_OverlayCurves First-person arms pose animation for stand running, ready (weapon raised, not aiming). Stand Aim Run Stand_Aim_Run Struct_OverlayCurves First-person arms pose animation for stand running, aiming. Stand Relax Sprint Stand_Relax_Sprint Struct_OverlayCurves First-person arms pose animation for stand sprinting, relaxed (weapon lowered).
Functions Function Inputs Outputs Description Update_PropertiesFromCharacter Caches the owning pawn's animation properties into CharacterProperties. Runs on the game-thread update.
ABP_LayerBlending /GASPALS/Systems/OverlaySystem/ABP_LayerBlending · parent AnimInstance
Runtime state (4 variables) Variable Type Default Description Character Properties CharacterProperties S_CharacterPropertiesForAnimation Snapshot of the owning pawn's animation properties (SCharacterPropertiesforAnimation), refreshed every animation update. Use Thread Safe Update Animation UseThreadSafeUpdateAnimation Boolean false Cached DDCVar .ThreadSafeAnimationUpdate.Enable; when false the overlay values update on the game thread. Parent Skeletal Mesh ParentSkeletalMesh SkeletalMeshComponent ref Parent character skeletal mesh reference for the layering (not read by this ABP 's graphs at the moment). Equipment Component EquipmentComponent AC_EquipmentSystem ref Equipment system component of the owning pawn (not read by this ABP 's graphs at the moment).
Functions Function Inputs Outputs Description Update_OverlayValues Reads the Layering_* and Enable_HandIK_* anim curves into the hand, hand IK and arm local/mesh-space weights used by the layer blend. Update_PropertiesFromCharacter Caches the owning pawn's animation properties into CharacterProperties. Runs on the game-thread update.
Create_LayeringCurves /GASPALS/Systems/OverlaySystem/AnimModifiers/Create_LayeringCurves · parent AnimationModifier
Settings Variable Type Default Description Anim Sequence AnimSequence AnimSequence ref Curve Name Curves to Create CurvesToCreate Array of Name enable_cr_aimoffset, Enable_HandIK_L, Enable_HandIK_R, Layering_Arm_L, Layering_Arm_L_Add, Layering_Arm_L_LS, Layering_Arm_R, Layering_Arm_R_Add, Layering_Arm_R_LS, Layering_Hand_L, Layering_Hand_R, Layering_Head, Layering_Head_Add, Layering_Legs, Layering_Pelvis, Layering_Spine, Layering_Spine_Add Default Value DefaultValue Float 1 Key Each Frame KeyEachFrame Boolean true
Create_Curves /GASPALS/Systems/OverlaySystem/AnimModifiers/Create_Curves · parent AnimationModifier
Settings Variable Type Default Description Anim Sequence AnimSequence AnimSequence ref Curve Params CurveParams AnimCurveCreationParams Curves to Create CurvesToCreate Array of AnimCurveCreationParams
Copy_Curves /GASPALS/Systems/OverlaySystem/AnimModifiers/Copy_Curves · parent AnimationModifier
Settings Variable Type Default Description Anim Sequence AnimSequence AnimSequence ref Anim to Copy From AnimToCopyFrom AnimSequence ref Copy All Curves CopyAllCurves Boolean false Curves to Copy CurvesToCopy Array of Name Curve Name CurveName Name All Curves AllCurves Array of Name Enable_FootIK_L, Enable_FootIK_R, Enable_HandIK_L, Enable_HandIK_R, enable_cr_aimoffset, Layering_Arm_L, Layering_Arm_L_Add, Layering_Arm_L_LS, Layering_Arm_R, Layering_Arm_R_Add, Layering_Arm_R_LS, Layering_Hand_L, Layering_Hand_R, Layering_Head, Layering_Head_Add, Layering_Legs, Layering_Pelvis, Layering_Spine, Layering_Spine_Add
Copy_Curves_Pose /GASPALS/Systems/OverlaySystem/AnimModifiers/Copy_Curves_Pose · parent AnimationModifier
Settings Variable Type Default Description Anim Sequence AnimSequence AnimSequence ref Anim to Copy From AnimToCopyFrom AnimSequence ref Copy All Curves CopyAllCurves Boolean false Curves to Copy CurvesToCopy Array of Name Curve Name CurveName Name All Curves AllCurves Array of Name Enable_FootIK_L, Enable_FootIK_R, Enable_HandIK_L, Enable_HandIK_R, enable_cr_aimoffset, Layering_Arm_L, Layering_Arm_L_Add, Layering_Arm_L_LS, Layering_Arm_R, Layering_Arm_R_Add, Layering_Arm_R_LS, Layering_Hand_L, Layering_Hand_R, Layering_Head, Layering_Head_Add, Layering_Legs, Layering_Pelvis, Layering_Spine, Layering_Spine_Add Curve Key to Copy CurveKeyToCopy Integer 0