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UOverAnimComponent

UOverAnimComponent is a BlueprintSpawnableComponent attached to an Actor. It applies a UOverAnimMeshDeformer to the target USkeletalMeshComponent and exposes Signal, time-policy, camera-projection-policy, and automatic-motion analysis through a single external contract.

  • Header: OverAnimation/Runtime/OverAnimComponent.h
  • Class: UOverAnimComponent
  • Target version: OverAnim 0.1.0 Beta / UE 5.8

API Sections

Page Coverage
Installation and Runtime State mesh/deformer setup, apply/remove, readiness, character/global master switches
Signals and Impact Signals generic, name-based, contact, Hit/Collision/Damage Signals and signal-related Details properties
Slow Motion and Pause time dilation, return to source pose, pause policies, and C++ time-calculation helpers
Camera Safety and Readability camera safety cap, readability settings, shot override, and projection helpers
Automatic Motion and Pose Snapshot automatic six-stage action boundary, pose snapshots, and editor-only preview API

Shared Call Contract

  • For Apply OverAnim to succeed, a valid Skeletal Mesh, an OverAnim Deformer Asset whose target Skeleton matches, and successful contract validation for that asset are required.
  • A Signal function returning true means the Component or runtime instance accepted the request. For a Response Rule to produce an actual effect, its Signal route, Bone Group, Module, activation, and Response conditions must also match.
  • A generic Signal accepted during the short interval before the runtime instance is created may be retained in a queue up to Max Pending Signals. When the limit is exceeded, the oldest pending Signal is removed.
  • All coordinate inputs use world space, as indicated by the WS suffix. Only pose snapshots use component-space transforms.

Supported and Excluded Scope

This reference documents the Component's Blueprint nodes and stable user-facing C++ calls. GetOverAnimInstanceManager, ResolveOverAnimInstanceManager, and HoldsAnimationScope are implementation integration points that expose the internal runtime manager and animation scope. They are not supported user APIs and are not included in the internal manager/renderer/shader documentation.