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OverAnim User Documentation

OverAnim is an Unreal Engine plugin that adds authorable exaggerated deformation to Skeletal Meshes. Effects are stacked per Bone Group and can respond to animation motion, Notifies, and gameplay Signals.

Beta documentation

This documentation targets OverAnim 0.1.0 Beta and the UE 5.8 test environment. Editor UI labels, class names, Blueprint nodes, and property names are preserved in English.

Quick workflow

  1. Create an OverAnim Mesh Deformer asset, then assign Target Skeleton, Preview Mesh, and Preview Animation.
  2. Define deformation Regions and bone masks in Bone Groups.
  3. Add effects to the Module Stack and connect them to Signals or motion stages through Response Rules.
  4. Add an Over Anim Component to the Actor and assign its Deformer Asset.
  5. Call Apply OverAnim, then submit Signals through Blueprint, Animation Notifies, or Hit/Collision/Damage input.

Documentation scope

This site covers features intended for plugin users:

  • UOverAnimMeshDeformer assets and the Asset Editor
  • Bone Groups, Response Rules, Motion Analyzer, and Preview/Validation
  • UOverAnimComponent and public Blueprint nodes
  • Four Animation Notifies and nine effect modules
  • Public Signal, Response, Region, and Simulation setting types

Render proxies, shaders, internal instance managers, and Editor widget implementations are excluded from the API Reference.

Asset Editor at a glance

The Simple layout displays the essential panels. Open Response Rules, Motion Analyzer, and Status from the Panels menu in the toolbar.

See Overview for feature concepts and API Reference for identifiers, properties, and function contracts.