Choreographed animation

I have currently set up a throwing animation in my BP i have set up a collision sphere for when the enemy overlaps i can play the throw animation. so when i press the throw button it calls a custom event from the enemy BP that plays the reaction to the throw attack. it plays but i have a few problems, i animated the two pawns together in blender using a custom skeleton rig. then save the animation in two separate files for each pawns animations( i.e the attacker animation and the attacked animation) it plays fine but does not line up correctly
so i have a few questions i need help with

  1. i have tried lining up the animation by multiplying the forward and right vector then putting them in lerp into the launch character to align the pawn correctly but it hasn’t seemed to set correctly so not sure i am doing it correctly

  2. How to throw the enemy to move the position at end of the animation (on ground on other side from where he started)

  3. is there a better way to animated and set up choreographed animation between pawns in UE4, have i over complicated this by making the two animation than trying to get them to play correctly in Blueprint.

also i do have the pawns moving in the actual animations i just don’t know how to animate this any other way so im not sure if this is something i need to compensate for or not, i am new to vector math and not used to it so sorry if this seems easy but i have been trying to get this to work for a few days and cant figure it out

have you tried Animation notifies? it will execute an event on the animation eventgraph, specially useful if you want to time animations/events without calculating how the time manually.

  1. The Subtle Magic of InterpTo() - Unreal Engine

  2. Root Motion | Unreal Engine Documentation?

  3. http://www.gdcvault.com/play/1013327/God-of-War-How-the skip to 32:00

Im using a custom rig from belnder so root motion dosnt seem to work to nicely withmy animation everything else seems to work fine ill check out interp, and the gdc was pretty helpfull that is how i have it set up im just trying to lock the pawn into place which seems interp might be it(i was trying character launcher and teleport those didnt help) thanks for the help ill let u know how it goes.

if “locking the character in place” is your problem, it sounds like some other forces are acting on your character. you should disable controller stick walking input, and set location on the character, using the result of InterpTo. you should probably also make the character ignore damage and impulses, so other enemies won’t interrupt your animation.