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
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v
Apply Additive (with AdditiveAimAnim, alpha 1)
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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.