- I think this bit of documentation will be helpful, but can you break this out into it’s own question and go into a bit more depth about what you’re wondering about?
Cheers, Michael Noland
So I’m following up from an old question. With unrealscript, we had the ability for AnimTrees to “listen in” for a specific variable. If the value in this variable changed in any way, the corresponding blend node(s) within the tree having the same node name would be updated as well. Now I read the link provided, and it describes similar behavior with blueprints in some light detail.
However, can I accomplish similar functionality in C++? Can I create a variable that an animation blueprint will attempt to “read” within C++ code? I’m specifically asking about this as it pertains to code, not blueprints.
It’s not that I have it out for blueprints or anything like that :), it’s just that having worked on my projects in UDK over time, I have found kismet to be inflexible to certain issues like moving nodes and corresponding actors across streamed levels, and unrealscript having two lines of code replace several dozen kismet nodes needed to do the same thing, etc. With unrealscript, I could code an actor with custom behavior, and just simply place it in the level and/or migrate it across multiple streamed levels with no muss no fuss. And duplication wasn’t a problem either, because each copy of the custom actor possessed innate functionality. It was coding and behavior “that just worked”.
Whereas with kismet, I had to keep spelling it out each time, and getting these annoying prompts anytime I moved a kismet-connected actor to a different level/streamed level. So as you can imagine, my bias is heavily towards coding.
That said, my question pertains to how an animation blueprint would talk to C++. Do animation blueprints possess the innate ability to have “listeners” for specific variables defined in C++, or for C++ to fire a “notify” into Rocket animblueprints when a variable changes, and thus update the animblueprint that way?