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.