Quick answer: Unreal Anim Blueprint BlendSpace leaning poses popping between left/right extremes? Driver values change instantly each frame — interpolate before feeding into the BlendSpace.

Character leaning into turns snaps between max-left and max-right rather than transitioning smoothly. The lean value updates instantly from yaw delta.

Interp Driver Values

// in AnimGraph state machine
LeanAmount = FMath::FInterpTo(LeanAmount, Target, DeltaTime, 5.0f);

FInterpTo smoothly approaches target. Speed 5-10 reads natural; tune per character.

Smoothing in AnimBP

Anim Graph has a built-in Smoothing node (Get Smoothed Variable). One-stop interpolation that survives anim updates.

Damping for Spring Feel

For weight-y characters, swap FInterpTo for a critically-damped spring. Slightly overshoots then settles — reads as inertia.

Per-State Speeds

Different states (idle vs sprint) may want different smoothing speeds. Drive speed from state via a parameter.

Verifying

Leans transition smoothly between extremes during turns. No popping; character reads as having weight.

“BlendSpace driver values need smoothing. FInterpTo before the BlendSpace input.”

For all gameplay-driven anim values, default to smoothing — raw inputs almost always read as too sharp.