Customer-facing State identity, Neutral selection, stacking, priority, ordering, and transition fields.
This structure is stored as editor authoring data. Synchronization validates it and compiles the supported result into the runtime snapshot; packaged runtime does not interpret the authoring structure directly.
struct FPoseOverlayStateAuthoring
Properties
State Tag
Exact valid and unique Gameplay Tag used by runtime requests to address this State.
Display Name
Readable editor name; gameplay activation continues to use State Tag.
Neutral Pose
Backing identity selected through the State's named Neutral Pose selector. Customers choose a Neutral by name rather than editing this GUID.
Stack Policy
Chooses whether the State can stack with other States or competes inside one Exclusive Group.
Exclusive Group
Conflict-group tag required by Exclusive Group policy and left empty for a Stackable State.
Selection Priority
Selects the winner inside an Exclusive Group; higher values win.
Stack Order
Orders this State inside its resolved Set contribution; lower values apply earlier.
Entry Transition
Transition profile used when the State contribution enters the resolved result.
Exit Transition
Transition profile used after the State is no longer requested or selected; deactivation starts this exit rather than removing the contribution immediately.
Notes
- Use the named editor controls. Stable IDs and derived payload fields that are not customer-facing remain omitted from the property list.