Need more than one animation to play per button press

I’ve got my character set up, now all I need to do is have him attack, heal, & block on assign button presses. But I haven’t figured it out yet. I can do one action, but if I were to do the other ones, the character doesn’t animate.

sorry, I think I didn´t understand you. Are you trying to create a sequence of animations? Or each animation is a differente button?
After the first animation, what happens to the character?

Each animation would be on a different button. If I were to press Square, my character would put his hands up to his face to block. For triangle, he will step forward and raise one hand up healing himself and so on. Sorry for not making enough sense.

hey, I made this example, using 2 small animations, each one with a differente key/button

still not sure if I understood what you need, but hope it helps you!

humm, should work indeed… all the custom events for the animations are right too? I can´t see what could be wrong, sorry brow

Have you tried my picture inside your character BP? It should work too if you just want it to play the animation, see my project video where you see some animations triggered by buttons as my picture before, changing combat modes and firing: Side Scroller Shooter - Unreal Engine 4 Project! - 1º Video - YouTube

I’m sorry but that didn’t work. Here is my animation BluePrint

Also, here is a small part of my character BluePrint

This is how I’m setting things up, but I can only get one to play by switching out the nodes in my animation BluePrint

What is triggering your animation inside the EventGraph? Before you cast to your character?

Could you take another picture of your animation BluePrint, so I can compare that to mine. I already have the inputs setup, set the different montages to play, and added the blend note to the state machine. But It could be my evengraph in the animation BluePrint that I went wrong.

ok, did you try to use a Switch node to change them as you press the key/button?
As you said, they work, but only with you manually change them in the node inside the BP, right?

I replicated your BP, so check this out, I didn´t test it yet because no animation and no time here now:

Here I created the “MontageNumber” an Integer variable. You need to SET is as the Switch node number in the animation BP, see below:

I notice if I mess with those settings, my character would move funny. The only animation that would play correctly, if I switch out some notes in the animation BluePrint are my healing and blocking animation.

Thank you so much for trying this out and trying to help me. I really hope I haven’t wasted our time, but I’m sorry this isn’t working either :confused:

did you try to use the animations without those blend settings?
If you have good animations for each skill, like (1 attack, healing, block, etc) you don´t need to blend them, just play like this:

Ok, now I’m getting somewhere. I don’t know why but the animation flickers from a T-pose, plays the animation it’s set to, then flickers from a T-pose and back to the Animation Blueprint I set it to, in the last note. Also, I’m having a rolling animation play.Where my character rolls away basically, but he rolls, the camera isn’t following, he snaps back to where the camera is, and he falls through floors. Again, thank you so much for helping me!!

I think it is flickering because the “AddActorLocalOffset”, why did you put this node? Didn´t understand the reason, pls clarify me

About the char falling trough floor it is something in your animation setting, if you open the animations and play it in the persona, is it plays corretly?
About camera not following, is it a camera with "camera boom?

I added the “AddActorLocalOffset” to try and fix the camera not following my character and him snapping right in front of the camera. If I play the rolling animation in persona, it plays correctly. But the rolling animation isn’t a in place animation. My character actually moves from one spot to another. Lastly, yes I attached a “CameraBoom” but it seems that they changed the name as called it a SpringArm

ok, but there is no reference to the camera o that offset. but the animation you can change checking the “Enable Root Motion”, it will prevent the character moves from a place to another, and may solve the camera and floor problem.

After that, to make the player goes forward (as you checked the root motion, it will stay in place), you can use a “Launch Player”, as this image below:

try the Root motion first and let´s see what happens

Ok, I didn’t understand where you got Launcher 2 or where you got the yellow wired nodes connecting to luanch_Character. But after checking “Enable Root Motion” and messing with the settings. I got what I wanted, the animation snaps from its idle pose to the rolling animation and snaps back to wether I was running or walking, But it’s the best I can do for now

Thank You!!!