Tala Esenlikler

Locked authoring and synchronization reliability update

Runtime Request

Own one persistent request per independently animated character and drive States and Context tags from gameplay events.

Pose Overlay 1.0.2 UE5.8

Request Ownership

FPoseOverlayRuntimeRequest is caller-owned state. Pose Overlay does not keep hidden per-character gameplay state in a subsystem. Store the request on the AnimInstance, character, or another persistent animation-facing owner.

Do not create the request as a temporary local value inside an event or function and expect the Stack to see it later. Mutate the same persistent request variable that is connected to the Stack.

Activate A State

Use Set Pose Overlay State Active with the persistent request, loaded Set, exact State Tag, Active value, and optional State Weight.

The Boolean return value means the stored request changed. It is not a pose-evaluation success signal.

Drive Contexts From Existing Gameplay State

Use Set Pose Overlay Context Active or Set Pose Overlay Context Tags. A Context tag never activates a State by itself; it changes branch selection inside active States.

Event-Driven, Not Tick-Driven

Request mutations are idempotent, but update them when the authoritative gameplay condition changes. Equipping a weapon, entering crouch, becoming injured, or changing equipment are natural request events.

Loaded Assets

The request contains loaded Set references. Use your normal character definition, hard reference, Asset Manager, or asynchronous loading path before adding the Set to the request. Do not synchronously load content from animation update or evaluation.

Useful Operations