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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