Introduction
In a Movement Set Setting, this section represents the core of animation settings. The GMS animation system is designed with modular Anim Layers, where each layer has a specific role but can collaborate with others.
GMS provides default reference implementations for each major animation layer (except for the SkeletalControl Animation Layer, all others are Animation Blueprint templates to ensure maximum reusability).
You can refer to the Extension Guide to learn how to add your own implementations.

Animation General Settings
This section contains settings shared across all animation layers.

Root Bone Offset Settings
GMS adopts the latest techniques used in the official GameAnimationSample (GASP), including OffsetRootBone and Steering techniques.
Root Bone Rotation
EnableOffsetRootBoneRotation: Allows the Mesh rotation to differ from the Actor rotation, with the animation driving the Mesh rotation to catch up to the Actor's rotation. This is primarily used to achieve better turn-in-place and reface start animations.
Note: When enabled, the RootDir direction will deviate from the ActorDir direction.
RootBoneRotationHalfLife:Controls the speed at which RootDir resets to ActorDir when OffsetRootBoneRotation is disabled (automatically disabled during any Montage playback).
Root Bone Translation
EnableOffsetRootBoneTranslation: Allows the Mesh translation to differ from the Actor rotation, with the animation driving the Mesh translation to catch up to the Actor's position. This is mainly used to address foot sliding issues.
Note: When enabled, the Root location will lag from the actual actor's location and then catchup.
Considerations
The internal logic of BasicLocomotion varies depending on whether root bone offset is enabled or disabled.
- If the Start in BasicLocomotion does not use Reface (oriented start), there’s no need to use OffsetRootBoneRotation.
- If your game prioritizes immediate responsiveness to character control, disable these features, as OffsetRootBone may introduce a sticky control feel.
- If your game prioritizes high-fidelity character movement, you can enable OffsetRootBone.
Animation Layer - State Layer Setting
The States Layer is the most critical animation layer. All types of Locomotion (e.g., Basic Locomotion, Swimming, Flying) should be implemented through the States Layer.

You can uncheck UseInstancedStatesSetting to directly reference a pre-configured data asset of type AnimLayerSetting_States_Default.
Default Implementation
GMS provides a significantly improved Lyra-style Basic Locomotion by default. (Other Locomotion types are not officially supported yet.)
For more details, see the Basic Locomotion System.
Animation Layer - Overlay Setting
The Overlay Animation Layer is responsible for blending existing animation assets with the States Layer (e.g., Basic Locomotion, Horse Riding, Swimming etc.) in specific ways to achieve additional animation effects, also known as Animation Layering.

Default Implementation
GMS provides 4 default Overlay Layer implementations. For more details, see the Overlay System Documentation.
Animation Layer - View Layer Setting
Animation logic related to character perspective control is implemented through the View Layer, such as Aim Offset (AO) and head-looking functionality.

Default Implementation
- Allows configuration of AimOffset, which only takes effect when using ViewDirection.
- Provides spine rotation functionality that works in conjunction with the PoseStack Overlay System. The AimingSweep pose in PoseStack requires the AllowAiming curve to be configured. When this curve is active, the View Layer drives left-right spine rotation based on the difference between the Actor orientation and the camera orientation, while the AimingSweep pose itself drives up-down rotation.
Animation Layer - Additive Layer Setting
Logic for playing Additive Animations globally is implemented through the Additive Animation Layer, such as landing recovery poses or breathing animations.

Default Implementation
- The default implementation only includes landing recovery, providing a more natural landing effect when the character jumps and lands.
- MovingOnly: The default Basic Locomotion implements different degrees of landing animations for in-place landings. If this AdditiveLayer is used, you should enable this option to ensure the additive landing recovery only plays during landings with input. (This eliminates the need for Basic Locomotion to implement moving landing logic.)
Animation Layer - Skeletal Control Layer Setting
Skeletal control and correction logic, such as hand IK, is implemented through the SkeletalControl Animation Layer.

Default Implementation
IK control is a complex topic. GMS provides basic humanoid character IK integrated with the standard UE5 Skeleton.
For more usage details, see the Companion Project.
