how can i use interface to communicate between pawnblueprint and animblueprint?
i have seen toturial about Animmontage,but i have not idea about how to get pawn's animblueprint in my characterblueprint.which node should i use?
asked Apr 15 '14 at 02:52 PM in Blueprint Scripting
You don't need to. When you attach Animation Blueprint to Skeletal Mesh Component it will be accessible thru it's Animation Instance ("Get Anim Instance" node)
Keep in mins that Animatin Blueprint is a valid class and that class gonna be used in Animation Instance
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