Animation Blendspace - Edit specific nodes at runtime?
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
asked Feb 20 '16 at 06:10 PM in Blueprint Scripting
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
answered Oct 28 '16 at 10:57 PM
Made a little progress here...
So, in C++ I've implemented a few lines that look like this:
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!
Follow this question
Once you sign in you will be able to subscribe for any updates here