Quick answer: Anim asset → Additive Anim Type = Local Space. Base Pose Type = Selected Animation Frame. Choose base from same skeleton.

Aim offset additive overrides root motion. Character drifts. Mesh Space additive misalignment.

The Fix

AdditiveAimAnim asset:
  Additive Anim Type:           Local Space
  Base Pose Type:               Selected Animation Frame
  Base Pose Animation:          Idle.uasset frame 0

Anim Graph:
  Locomotion StateMachine
       |
       v
  Apply Additive (with AdditiveAimAnim, alpha 1)
       |
       v
  Output Pose

Local Space additive computes per-bone local deltas. Combines cleanly with base motion without overriding hips/root.

Verifying

Aim left/right: spine rotates while locomotion plays. Without Local Space: drift or root jump.

“Local Space. Base pose set. Add layers cleanly.”

Related Issues

For Anim BP cached pose, see cached pose. For Bone Control order, see bone control.

Local space. Base. Add.