Exposing public variable between BPs

Ok I am getting real close now but have a problem with getting the last “isAttacking” animation to fire using a public variable set on the main player instance - “ThirdPersonCharacter” defined inside its associated BP - “ThirdPersonCharacter”. The attacking TRex pawn will fire off its own BP which does a few things: using NavMesh logic it will follow the main character and fires off a blendspace animation cycle; this is working. The final bit which is very close to working is to fire off an attack animation once the distance between the player and the AI Trex bot falls within a tolerance of <488; which is also confirmed working (see S4 log file).

Drilling down we can see the the compiler doesn’t like the way I have wired things up. I have tried many different things to expose the public variable IsAttacking so that it can fire the last bit of animation. What is the proper solution? I am sure I have been looking at this too long!

Log file shows the general logic is working.

99714-s4.png

hi selement, you should put your nodes to set the isattacking bool of your animation blueprint on the event graph, on the event blueprint update animation. so it will set it there, and in your transition, just plug the bool in the “can enter transition”.
it should work like that, but i m not sure if it s the best way to fire an animation. you may want to take a look at this : lots of usefull stuffs for animation there
https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/CharacterMovement/Blueprints/index.html