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 OverAnimto succeed, a valid Skeletal Mesh, anOverAnim Deformer Assetwhose target Skeleton matches, and successful contract validation for that asset are required. - A Signal function returning
truemeans 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
WSsuffix. 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.