1. Overlay Data Asset
Crete Data Asset from PDA_AnimOverlaySettings Parent


Each animation can include Overlay Setup settings, which define how specific poses are blended into the overall animation. These settings are crucial for creating smooth transitions and layered animations. Breakdown of the key parameters:
- Weight:
- Represents the current blend weight of the overlay pose.
- 1: Full blend weight (the pose is fully active).
- 0: No blend weight (the pose is inactive).
- Sequence:
- The actual animation sequence used for the overlay pose.
- Blend Name:
- The blend slot name determines where this pose will be applied.
- Example: UpperBody applies the blend only to the torso and above, such as when aiming or attacking with weapons.
- Interpolation Speed and Blend Time:
- Define how smoothly the animation transitions between poses.
- Prevents abrupt changes by interpolating the transition over time.
Usage:
For instance, when a character transitions from idle to aiming or performs an upper-body action while running, the Overlay Setup ensures that the animations blend smoothly without disrupting the lower-body movements.
These settings allow developers to achieve fluid and dynamic animation layering for a more polished and responsive experience.

2. Weapon Actions
Create Data Table with Row Structure Struct_MontageAction

- Add a New Row:
- Create a new row in the data table or array where montages are managed.
- This row will represent a specific action or animation category.
- Specify Action Tag:
- Assign a Gameplay Tag (Action Tag) to the new row.
- The Action Tag serves as an identifier for the action (e.g.,
Action.Attack.Light, Action.Dodge, or Action.HeavyAttack).
- Add Montages:
- In the new row, you can add as many Animation Montages as needed.
- Each montage can represent a variation of the action, allowing for combat flexibility and randomness.
- Example: For the
Action.Attack.Light tag, you might add 3 light attack montages for variety.