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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 necessary 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 a broader item or stance pose set.
Why layers matter
Motion uses the Lyra modular animation system. The primary character graph stays stable while linked layers change the active animation set.
A linked layer affects more than the held object. It can control locomotion, aim, skeletal controls, and the left-hand override.
Runtime relationship
The Motion layer stack uses these assets:
ABP_Mannequin_Base: primary 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 contain one fixed locomotion animation set. Its state machine sends state output to linked layer functions.
The primary AnimGraph also calls layers for aim, skeletal controls, and left-hand override. The automatic held pose overlay controls the default first-person held pose.
Runtime flow
For a broader pose set, gameplay selects a MotionNativeFirstPersonItemConfig with an assigned LinkedLayerClass. CustomOverlaySettings contains custom overlay graph references. These references do not replace the standard linked-layer class.
If no item config is active, Motion uses the unarmed layer or pass-through behavior. The automatic held pose overlay operates without a LinkedLayerClass. It does not give a linked-layer setup warning. Overlay validation reports a setup error if an active custom graph config has no custom overlay 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.
Use the automatic held pose overlay graph for the basic tag-driven item held pose. Use linked layers for a broader animation set:
- Keep the automatic held pose animation, pitch distribution, and hand IK in the Motion held pose overlay.
- Override locomotion variables when the item uses a different full-body pose set.
Do not use the sample pistol variables as necessary default held pose states. These variables are FirstPersonItem_Idle, FirstPersonItem_Move, and FirstPersonItem_Sprint. Configured finite presentation actions can operate in the Motion overlay. Add project actions after the basic held pose overlay. This order supports gameplay scheduling, networking, branches, and custom graph behavior.
Next steps
Move from the layer model to setup and runtime reference.