Rewrite posture system as a relative cascade (Eyes → Head → Body) with
persistent sticky targets. Each layer stays put until the layer below
overflows its max angle, then realigns fully toward the target.
Key changes:
- Thread safety: FCriticalSection protects AnimNode shared data
- Persistent TargetHeadYaw/Pitch: overflow checked against target (not
interpolating current) so head completes full realignment
- Persistent TargetBodyWorldYaw: body only moves when head+eyes combined
range is exceeded (sticky, same pattern as head)
- Quaternion head rotation: compose independent NodQuat × TurnQuat to
avoid diagonal coupling that FRotator causes
- Eye curves: negate CurrentEyeYaw for correct ARKit convention
- AnimNode: enhanced logging, axis diagnostic define (disabled)
- Remove old percentage/degree activation thresholds (max angles serve
as natural thresholds in the relative cascade)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>