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Bone Group · Region

Baseline: OverAnim 0.1.0 Beta · Unreal Engine 5.8
Headers: OverAnimation/Asset/OverAnimBoneGroupDesc.h, OverAnimation/Types/OverAnimRegionTypes.h

FOverAnimBoneGroupDesc represents one Region and that Region's Module Stack. Bone Group is the structure authored in Details; runtime Bone Group instances are not part of the public integration surface.

FOverAnimBoneGroupDesc

Details UI Name C++ Property Default · Range Effect · Relationship
Group Id GroupId GUID for each new Group The Notify's BoneGroupIds uses this identifier. Do not change it manually except through duplication or deletion.
Group Name GroupName None A Response Rule's BoneGroupName route uses this value. It must be unique within the asset.
Always Active bIsAlwaysEnable false Keeps the Region active without a Response/Activation Window. Disable it for response-only Regions.
Affected Bones AffectedBoneGroup Empty array The skin weights of these bones form the basis of the Region mask. Root/Leaf expansion is applied after this array.
Expand Toward Root ExpandTowardsRoot 0, 0+ Adds parents of each Affected Bone up to the specified depth.
Expand Toward Leaves ExpandTowardsLeaf 0, -1 or 0+ Adds descendants of each Affected Bone. -1 includes the entire descendant branch.
Region Mask MaskPolicy Structure defaults below Defines vertex-weight falloff and the 0/1 ranges.
LOD Policy LodPolicy WarnIfInactive Determines whether missing Region influence bones at the current LOD are allowed, warned about, or required for coverage.
Region Camera Readability ViewStylization Enabled, importance 1 Per-Region permission and strength for Camera Readability. Used together with the Component's master correction.
Action Group AutomaticActionGroup None Under Analyze Any Active Animation, selects one Region among those with the same name. Under Only Selected Animations, shares one detected Stage among matching Regions. An empty value makes the Region independent.
Analyze Animations AutomaticPhaseAnimationRouting Analyze Any Active Animation Selects Animation routing for Automatic Stage. See the enum table below for each value's contract.
Allowed Animations AutomaticPhaseAnimations Empty array Displayed only for Only Selected Animations. Every Animation must also be in the Asset's AppliedAnimations.
Authored Stage Curve AuthoredMotionPhaseCurveName None Optional six-stage curve. The integer portion is the Stage and the fractional portion is Stage progress. Takes priority over Markers and automatic analysis.
Authored Curve Blend Weight AuthoredMotionPhaseCurveWeightName None Companion curve that removes animation blend-weight attenuation from the Stage Curve. A validation error occurs if no Stage Curve is set.
Analysis Method AutomaticActionMotionAnalysis Primary Chain (Recommended) Automatic Region motion analysis scope used when Fixed Analysis Bone is empty.
Fixed Analysis Bone MotionSampleBone None Optional fixed reference bone. If None, Analysis Method resolves an analysis bone or weighted chain.
Module Stack Modules Empty array Array of instanced UOverAnimDeformerModule objects. See Effect Modules.

FOverAnimRegionMaskPolicy

Details UI Name C++ Property Default · Range Effect · Relationship
Falloff Mode FalloffMode SmoothStep Selects the mask-weight curve from Linear, SmoothStep, and Power.
Zero Weight ZeroWeight 0, 0..1 The Region effect is 0 at or below this skin weight.
Full Weight FullWeight 1, 0..1 The Region effect is full at or above this skin weight. Must be greater than ZeroWeight.
Falloff Exponent FalloffExponent 1, 0.01+ Curvature of Power falloff. Other Modes retain the UI value but do not use it in the result.

Region Enums

Enum Value Meaning · Compatibility
EOverAnimRegionFalloffMode Linear Linearly interpolates between 0 and full.
SmoothStep Smooth interpolation at both ends. This is the default.
Power Changes the weight distribution using FalloffExponent.
EOverAnimRegionLodPolicy AllowInactive Allows the Region to have no coverage at this LOD. The effect may not be visible.
WarnIfInactive Reports insufficient coverage as a warning.
RequireCoverage Missing coverage is contractually incomplete. Attachment dependencies require coverage regardless of this policy.
EOverAnimRegionCompositionPolicy AdditiveClamped (Additive Delta) Adds overlapping Region deltas and constrains them to the safety range.
StrongestDelta (Strongest Delta) Selects the single strongest delta at each overlapping position.

Automatic Region Motion Enums

Enum C++ Value Editor UI Meaning · Compatibility
EOverAnimAutomaticActionMotionAnalysis PrimaryGuideChain Primary Chain (Recommended) Analyzes a connected chain of explicit Affected Bones and excludes helper branches. A usable chain requires at least two bones.
AllAffectedBones All Affected Bones Analyzes all affected motion across multiple branches. Intended for specialized multi-branch actions.
EOverAnimAutomaticPhaseAnimationRouting Automatic Analyze Any Active Animation Does not restrict active Animations; Regions in the same Action Group compete.
SelectedAppliedAnimations Only Selected Animations Shares the detected Stage among Regions on the same route when the current Animation matches Allowed Animations.
Disabled Do Not Analyze Automatic Stages Does not perform automatic stage analysis for this Region. Gameplay Signals and Notifies have separate contracts.

Stage timing priority is Authored Stage Curve > OverAnim Motion Stage Marker > Animation routing/automatic analysis. Resolved Analysis and Phase Timing Priority in the Details customization are editor-only rows that display this resolution; they are not serialized properties.

FOverAnimRegionViewStylizationSettings

Details UI Name C++ Property Default · Range Effect · Relationship
Allow Camera Readability Correction bEnabled true Allows this Region to receive camera correction. It does not operate when the Component's Enable Camera Readability Correction is disabled.
Region Readability Strength Importance 1, 0..1 Per-Region multiplier for depth-action reveal and screen-thickness protection. It does not create deformation when there is no active Module response.
Action Direction Used by Camera ActionAxisSource Automatic Source of the action direction used by the camera to identify hidden depth motion.

EOverAnimViewActionAxisSource values are Automatic, ActiveResponse, SourceMotion, SimulatedGuideMotion, and PoseChain. Automatic selects the first available direction in this order: active response, source animation motion, simulated guide motion, then current pose chain.

Region names and IDs

Response Rules route by GroupName and ModuleName, while the OverAnim Bone Group Control Notify uses GroupId, which is an FGuid. Renaming does not change the Notify's target ID, but the Rule route must be updated to match the new name.