Over Anim Component
UOverAnimComponent is a BlueprintSpawnableComponent attached to an Actor. It installs an OverAnim asset on a Skeletal Mesh and manages runtime Signal, time, and camera policies.
Basic Settings
| Property | Description |
|---|---|
Target Mesh |
The explicit target Skeletal Mesh Component. If empty, the Character's GetMesh() is preferred. |
Deformer Asset |
The UOverAnimMeshDeformer asset to apply. |
Apply On Begin Play |
Automatically installs at BeginPlay. |
Restore Previous Mesh Deformer |
Determines whether Clear OverAnim restores the previous Mesh Deformer. |
Motion Source Actor Override |
Specifies the Actor from which movement speed and Grounded state are read. |
Listen For Gameplay Damage |
Automatically subscribes to the Owner's Point/Radial Damage Delegates. |
For Actors with multiple Meshes, specify Target Mesh explicitly. Installation fails if the Skeleton of the resolved Mesh differs from the asset's Target Skeleton.
A rendered Skeletal Mesh Component can be owned by only one UOverAnimComponent at a time. Installation is rejected if another OverAnim Component already controls the same Target Mesh. Ownership is released by Clear OverAnim or when the Component is destroyed.
Installation and Removal Blueprint Nodes
| Node | Behavior |
|---|---|
Apply OverAnim |
Installs the Deformer on the target Mesh. Returns true if it is already ready. |
Clear OverAnim |
Clears installation, Signal/Response, and motion state. Restores the previous Deformer when configured to do so. |
Is OverAnim Ready |
Checks whether the installed Deformer and Instance Manager are connected to the current Target Mesh. |
Reset OverAnim Simulation |
Resets runtime Simulation state. |
For Apply OverAnim to succeed, the required Mesh must be present, its Skeleton must match, the asset contract must pass, and the Target Mesh must be exclusively owned. Repeatedly sending Signals after installation fails does not resolve the underlying issue.
Dynamic Bounds
After installation, the Component calculates conservative render bounds required by active Regions and Modules and automatically adjusts the Target Mesh's Bounds Scale. Required expansion is applied immediately, while reduced bounds are retained for 3 frames before shrinking. If an external system changes Bounds Scale while OverAnim is applied, that value is preserved as the new baseline. On Clear OverAnim, the previous baseline is restored only if the current value still matches the last value applied by OverAnim.
If Mesh bounds contain NaN or have no valid size, dynamic bounds are disabled and a warning is logged. In this case, inspect culling and shadow results for large deformations manually.
Enable Switches
Set/Get OverAnim Effects Enabled: Per-Component master switch. Disabling it clears active Responses and returns to the Source Pose without removing the Deformer.Set/Get All OverAnim Effects Enabled: Process-wide global switch.Are OverAnim Effects Active: Final active state after accounting for the global switch and Slow Motion suppression.
Automatic Damage Input
When Listen For Gameplay Damage is enabled, the Component receives the Owner's Point Damage and Radial Damage. If Point Damage Signal Name or Radial Damage Signal Name is empty, the asset's Hit Impact Signal Name is used. Hit · Collision · Damage describes the data contract for each Impact input.
See UOverAnimComponent API for the complete node list.