Tala Esenlikler

Locked authoring and synchronization reliability update

Blueprint And C++ Integration

Use the same explicit runtime-request model from Blueprint or C++ with no hidden per-character Pose Overlay subsystem.

Pose Overlay 1.0.2 UE5.8

Blueprint Entry Point

The main runtime value is FPoseOverlayRuntimeRequest. Use UPoseOverlayRuntimeRequestLibrary for canonical mutations instead of rebuilding nested request arrays manually.

C++ Entry Point

Include PoseOverlayRuntimeRequests.h for request values and PoseOverlayRuntimeRequestLibrary.h for mutation helpers. Add PoseOverlayRuntime to the consuming module dependencies.

Ownership

Store one request per independently animated character or AnimInstance. Keep request mutation close to the gameplay authority that knows when the semantic State or Context changes.

Asset Loading

Requests contain loaded UPoseOverlaySet references. Resolve assets through the project’s normal loading architecture before animation evaluation.

Idempotent Mutations

Request-library mutations return true only when stored request data changes. Repeating the same desired value is safe, but event-driven updates are clearer and avoid unnecessary Blueprint work.

Recommended Pattern

Gameplay owns the condition, the request mirrors that condition for animation, and the AnimGraph consumes the request. Avoid creating a second independent gameplay truth inside Pose Overlay-specific Blueprint variables.