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Enable the Plugin

Enable in the Editor

  1. In Unreal Editor, open Edit > Plugins.

    Open the Plugin Browser from the Edit menu

  2. Find OverAnim in the Animation category.

    Find OverAnim in the Animation category

  3. Enable the plugin and restart the Editor.

When including the plugin directly in a project, Plugins/OverAnim/OverAnim.uplugin must be below a plugin search path for that project.

Verify activation

After activation, verify the following in the Content Browser:

  1. You can create an asset from Add(+) > Over Animation > OverAnim Mesh Deformer.

    Create an OverAnim Mesh Deformer asset

  2. Opening the asset displays the dedicated Asset Editor with Asset Setup, Bone Groups, and Module Stack panels.

    Verify the dedicated Asset Editor

  3. Over Anim Component is available in an Actor's Components panel.

    Add Over Anim Component to an Actor

If an item is missing

Check the plugin state in the Plugin Browser, regenerate project files if necessary, and restart the Editor. Also see Common Errors and Limitations for runtime installation failures.

Code module dependencies

When a C++ project uses UOverAnimComponent or UOverAnimMeshDeformer, add the OverAnim runtime module to PrivateDependencyModuleNames in the game module's .Build.cs.

Editor extensions used for asset authoring must reference OverAnimEditor only from an Editor module, not from a runtime game module.