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?

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

Then i guess you didn’t set the animation instance :stuck_out_tongue:

thx for reply.i knew this node and have tried this,but it seems like not work.i will try it again.

i used the node named “get anim instance”.i saw it get animblueprint sucessfully,but the event in animblueprint happened nothing.did i miss something or use the interface in a wrong way.here is what i did

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Why you sending varables thru some interface instead of directly change them in Anim Instance by casting Anim Instance to your class and then set there variables directly? Maybe show the animblueprint part

Also isnt your blueprint circut set Iattack pernamently?

i just want to know how to use interface to communicate between pawnblueprint and animblueprint.just for study.i knew the way you said can make it work.

facepalm Sry, you made me confused with the name of your blueprint ^^’ there something called Animation Blueprint which allows to script mesh animations, thing is it does not use standard action, it more like animation pipelines and you just change variables to change direction of the flow. You might try go this direction if you want

Anyway you need instance of that animblueprint in you pawnblueprint in order to communicate with it in anyway. i thouth you using Animation Blueprint thats why i said to use “Get Anim Instance” to get it’s instance

i know what you mean.its just for test,so i connected nodes like this.i konw its wrong.

thx for you reply