Tala Esenlikler

Locked authoring and synchronization reliability update

Pose Structure And Inheritance

Build maintainable State hierarchies by keeping children sparse and assigning corrections to the smallest correct owner.

Pose Overlay 1.0.2 UE5.8

Supported Shape

State
|-- Animation Override
|-- Context Override
|   |-- Animation Override
|   `-- Context Override
`-- Context Override

Inheritance Rule

A new child starts empty and resolves to its parent. It does not duplicate the complete parent pose. Local transform, composition, source, Neutral, Aim, and transition ownership can be introduced only where needed.

Add A Context

Use a Context when gameplay meaning changes, for example standing → crouching or normal → injured movement. The Context query determines eligibility.

Add An Animation Override

Use an Animation Override when a particular reported sequence needs a timed correction, for example a rifle pose that needs different arm placement during a mantle animation.

Reparenting

Valid Context and Animation Override moves preserve stable identity and support Undo/Redo. The editor rejects cycles, cross-State ownership changes, and unsupported parent targets.

Clear Local Layer

Use Clear Local Layer to remove only the selected child’s local authored data and reveal the inherited parent result exactly.

Locked Children

Contexts, Animation Overrides, and Aim rows can preserve their authored resolved result when ancestors change. Locked descendants are rebased across transform, Boolean, bone-composition, Aim-point, and Control Rig IK/FK representation changes so the visible authored result remains stable. Use locking deliberately when a child has been finalized against an earlier parent result; unlock when later parent edits should flow through.