This page will guide you through creating a throw move. We will reference the Active Frames and Opponent Override, so it's recommended you keep these pages opened for handy reference.
Also worth looking at is Robot Kyle's throw moves to get a handle on what's required. They are located in:
.\UFE\Demo\Characters\Robot Kyle\Moves\ThrowAttempt.asset
.\UFE\Demo\Characters\Robot Kyle\Moves\ThrowConfirm.asset
.\UFE\Demo\Characters\Robot Kyle\Moves\ThrowReaction.asset
Prerequisite:
You will require 3 animations. One for each of the above moves. Ensure the Throw Confirm and Throw Reaction clips are synced.
Your characters must have a Throw Collider hitbox assigned similar to image below. The bodypart, link, shape and dimensions will depend on your own requirements, but it must have Collision Type of Throw Collider. In the scene view, it's the pinkish hitbox.
There are at least 3 moves required for a throw. The Throw Attempt, the Throw Confirm and the Throw Reaction. An optional move is the Throw Tech if you want those included in your game.
The Throw Reaction is the opponent's reaction to the throw. The Throw Attempt is the move with throw's Input and is what the player executes. The Throw Confirm is the move that is cast once the Throw Attempt is considered successful.
The reason we have a Throw Attempt move and a Throw Confirm move is to allow for whiffed/missed throw attempts. If the opponent was out of range during the Throw Attempt, then it will not confirm into the Throw Confirm move and continue with the Throw Attempt animation. Create your Throw Attempt animation with a decent length recovery - this will give you a long whiff animation for when the attempt misses.
IMPORTANT NOTE: For the throw to work against all characters, every character needs to have the Throw Reaction move in their move set.
If characters are using unique rigs or different animation types, then you'll need to create a reaction move for specific rigs or animation types. Ensure Character Specific Reaction is set with the appropriate reaction move for the character.