PDA_LinkedAnimSet
Pose Set: These Poses are Looked Up by the Linked Anim Layer by Gameplay Tag and assigned during run-time when the Linked Anim Layer is Linked. This determines the pose your in when your Aiming or Not

AO Pitch: This is sent from the Linked Anim Layer over to the ABP_SC_DAO which is used by an internal in-line Blendspace 1D node within the Animation Blueprint. Can Secondary Overide AO?, this is responsible for determining if when we load the Secondary Pose set into the Linked Anim Layer will we also use it's AO Pose set or maintain the Primary AO Pose set.

Overlay Layering: Here we assign the PDA_OverlayLayering Data Asset Layering Settings to the associated Poses. These are usually the same tags that are used for the Poses, if a Pose is assigned a Pose.Any. GameplayTag then we will look for both. If you alter the Linked Animation Layer it's up to you how you want to handle that.

Secondary Weights: This is used to adjust the amount of weight the Secondary Poses will have for the Body and ArmL. I only layer this partially on the Body and on the Left Arm. Fully on the Left Arm and 50% on the Body is normally a good approach but this may differ depending on what your goal is.

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