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Animation Blendspace - Edit specific nodes at runtime?

Hi guys,

My character has an animation blueprint that is derived from my own custom C++ class. Within it, I am using an animation blendspace.

When certain actions occur, I would like to change specific nodes in the blendspace. For example, when in combat, I want to change the idle node in the blendspace without changing the entire blendspace or any other nodes.

Is this possible? It will save me a vast amount of effort and be far more agreeable with the way I have designed the game.

This could be in C++ or in the animation blueprint, because I am using both for the final result

Product Version: UE 4.10
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asked Feb 20 '16 at 06:10 PM in Blueprint Scripting

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Mesothere
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2 answers: sort voted first

Hello,

So I was running into the same problem as you, so I posted another question in hopes that someone would have an answer. I ended up digging into the source unreal engine and figured out a solution. Here is a link to my post with the solution posted: https://answers.unrealengine.com/questions/514838/how-do-you-properly-use-the-blend-space-addsample.html#answer-515976

Cheers!

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answered Oct 28 '16 at 10:57 PM

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Taenick
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Made a little progress here...

So, in C++ I've implemented a few lines that look like this:

  auto samples = MovementBlendSpace->GetBlendSamples();
  MovementBlendSpace->EditSampleAnimation(samples[2], standardAnim);

where "standardAnim" is of type UAnimSequence*

The problem here is that it seems to break the blendspace. As soon as I edit that sample node, then my character in-game switches to the T-Pose and stays that way until I relaunch the project.

Any help would be greatly appreciated!

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answered Feb 21 '16 at 10:40 PM

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Mesothere
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