The Short Version
Pose Overlay has three responsibilities: the Set stores authored intent, the runtime request describes what the character wants now, and the Animation Blueprint resolves and applies the synchronized result.
Author once in a Pose Overlay Set
-> Synchronize
-> Request a State from gameplay
-> Pose Overlay Stack resolves the result
-> Existing source animation remains intact
Recommended First Pass
- Follow Quick Start: First Working Overlay from beginning to end.
- Use one upper-body State such as
PoseOverlay.State.Rifle. - Prove it over idle and locomotion before adding Contexts or Animation Overrides.
- Only after that path works, add source-specific correction, stacking, Aim Offset, or IK.
Do Not Start With Everything
Source reporters are only required when an Animation Override must identify the active animation. Pose Overlay Aim Offset and IK Targets are optional stages. A basic reusable State needs only a synchronized Set, a persistent request, and a Pose Overlay Stack.
The most important rule is simple: editor authoring can show unsynchronized changes, but runtime uses synchronized data. Synchronize after authoring changes before judging PIE behavior.
Learn The Mental Model
After the first working result, read Core Concepts before building a large hierarchy. The State → Context Override → Animation Override model is the key to keeping authoring reusable instead of duplicating complete poses.