Overview
The central OverAnim concept is that Regions, Modules, and Responses are stored together in one asset.
| Element | Role |
|---|---|
OverAnim Mesh Deformer |
Per-Skeleton authoring asset that stores Bone Groups, the Module Stack, and Signal/Response rules. |
Bone Group |
A bone group and Region that defines the effect scope. It contains the bone mask, LOD policy, and camera-readability settings. |
Module |
A unit that produces deformation, such as Spring, Squash & Stretch, or Smear. |
Response Rule |
Defines which Signal drives which Module in which Region. |
Over Anim Component |
Installs the asset on a Mesh at runtime and submits Signals. |
Terminology
This documentation uses the exact UI and API names shown in Unreal Editor. Labels such as Target Skeleton, Response Rules, and Submit OverAnim Signal are not renamed.
Contact Dent + Ring Bulge and Impact Ripple accept only Pulse Signals with a valid contact point and normal. The API Reference documents the Signal, Region, Module, and Response Rule contracts individually.
Base deformation first combines Morph Target, Linear Blend Skinning, and Cloth results before OverAnim Modules are applied. OverAnim is added on top of that result, while a separate Pure LBS reference is retained internally for additive composition between modules.