How can I position right hand (hand_r) in ALSCommunity(ALSv4)

Hi,

I would like in AnimBP to transform bone of hand_r and move in y axis when overlay is Rifle also when Rotation Mode is Aiming. How to solve this problem?

Please help me, I am using ALS Community c++ (based on ALSv4) plugin.

Put the offset after the overlay blend, not on the base pose. In ALS the Rifle overlay is a layered blend that includes hand_r, so a Modify Bone before that blend is overwritten as soon as the overlay turns on.

In the AnimBP, after the Layered Blend per Bone that applies the overlay:

  • Add a Transform (Modify) Bone on hand_r.
  • Translation Mode = Add to Existing. Rotation and Scale = Ignore.
  • Start in Bone Space.
  • Alpha = 1 only when Overlay State is Rifle and Rotation Mode is Aiming, otherwise 0. Both enums are already on the ALS anim instance, copied from the character in Blueprint Update Animation. Multiply the two conditions. Run the alpha through FInterp To if you do not want it to pop.

Do not assume bone-space Y is sideways. Select hand_r on the skeleton and look at the axis gizmo. On the mannequin the bone’s long axis is usually X, so a sideways nudge is a few centimeters on local Y or Z, not world Y. If bone space fights the overlay, switch the node to Component Space and add a small component Y. Preview with Overlay = Rifle and Rotation Mode = Aiming. Other overlays stay put because alpha is 0.

Do not edit the rifle clip if you only want the shift while aiming. Overlay is the rifle pose, Rotation Mode is the aim. Gating on both keeps hip-fire rifle, and aiming without the rifle, unchanged.

If Enable Hand IK is on, that IK runs later and puts hand_r back on the gun (VB hand_r / weapon socket). Either disable Hand IK for this case, or add the offset to the IK target instead of to hand_r after the IK.