Is it possible to use the player pawn in a matinee involving another object. For example you set a matinee for a door to open when you press e, is it possible to have the player reach and grab the door then animate it opening all within matinee?
EDIT: Is there a possible way to simply attach the player hand socket to the door socket and use inverse kinematics from the door, thereby not needing any predefined animations?
Would this limit my entire player pawn to being a simple 2 bone skeletal mesh or would I use an instanced version of just his arm for the animals. I’m generally on the programming end of things so fairly new to animation
You would blend this animation over the existing calculated pose for the skeleton using an animation blueprint. I’d recommend looking at some info on animation blueprints and how they work before implementing anything though, so you don’t waste effort coding something the animation system can already do. No it wouldn’t limit you to a simple skeleton - this system is commonly used for foot placement.
how can i go about passing the door socket location to the anim blueprint. I was unaware you could pass variables through from one bp to another. Would i have to set up animations for all my doors as well, or can i just update door socket location every tick and use 2 bone ik to attach the hand in the relative place then just use a super simple matinee rotation to move the actual door having the hand update position with the door socket
There’s some information regarding passing information between blueprints here. You should be able to get by with rotating the object without needing animations, yes.