Tala Esenlikler

Locked authoring and synchronization reliability update

Animation Blueprint Setup

Wire the minimal Stack first, then add source reporting, Pose Overlay Aim Offset, and final IK only where required.

Pose Overlay 1.0.2 UE5.8

Minimal Graph

Source Pose
-> Pose Overlay Stack
-> Output Pose

This is enough for ordinary synchronized States and Contexts.

Full Recommended Order

Source animation
-> optional Pose Overlay source reporter
-> optional project Aim Offset
-> optional Pose Overlay Aim Offset
-> Pose Overlay Stack
-> project pose work that must affect followed FK
-> optional Pose Overlay IK Targets
-> project procedural IK
-> Output Pose

When A Source Reporter Is Required

Animation Overrides need the identity and time of the active source animation. Ordinary States and Contexts do not. Add the reporter at the source path that actually owns the animation instead of trying to discover it after unrelated graph work.

Source Reporter Use
Explicit animation/time Pose Overlay Animation Source Custom players or directly supplied animation identity.
Sequence Player Pose Overlay Sequence Player Source Reads a standard Sequence Player reference.
BlendStack / Motion Matching Pose Overlay BlendStack Source Reports the active BlendStack sample.
Montage slot Pose Overlay Montage Source Reports supported sequence segments from one slot.

Source Channels

Reporters publish to a named Source Channel and the Stack consumes one channel. Keep Default unless one AnimInstance deliberately has independent Pose Overlay source domains.

Aim And IK Placement

Pose Overlay Aim Offset goes before the Stack and publishes native Aim sample weights for the selected profile. Pose Overlay IK Targets performs final target following and optional grip solving after overlay composition and after project stages that must influence the result.

Zero-Weight Verification

Set Stack Weight to zero and verify the graph matches the incoming source pose. This is a useful integration test before diagnosing authored data.