Reusable State authoring
Build semantic pose States in a dedicated Control Rig-based editor and reuse them across compatible source animation instead of editing or duplicating the original clips.
Non-destructive animation adaptation, reusable pose States, contextual overrides, Aim Offset, IK mapping, and runtime stacking for Unreal Engine 5.8.
Technical Overview
Build semantic pose States in a dedicated Control Rig-based editor and reuse them across compatible source animation instead of editing or duplicating the original clips.
Keep the reusable State as the parent, then author sparse local corrections for gameplay Contexts or specific reported Animation Sequences.
Control Overlay Weight, Source Motion, and Space Blend independently per bone to choose where the authored result replaces motion, follows motion, or stabilizes rotation.
Author standalone native Blend Space-style Aim profiles inside the Pose Overlay hierarchy, map deform-bone changes to IK targets, and optionally preserve a two-handed grip in the final IK Targets node.
Drive States and Contexts through an explicit runtime request, report source identity only when Animation Overrides need it, and resolve compatible or exclusive States in one deterministic Stack.
Synchronization validates editor authoring and compiles sparse runtime payloads. Packaged runtime does not execute the authoring Control Rig or modify source Animation Sequences.
Releases
Pose Overlay 1.0.2 preserves locked authored results across inherited edits, captures new Aim points from the presented cursor pose, and makes synchronization non-blocking and safely cancellable.
9 September 2026
Pose Overlay 1.0.1 preserves complete multi-control pivot transforms and adds native Skeleton socket authoring to the asset editor.
9 September 2026
Pose Overlay 1.0.0 introduces the editor and runtime tools needed to author, synchronize, apply, and bake reusable pose overlays.
9 September 2026
Documents