Setting up a Key Event
Hey, I'm trying to set an animation state variable in an anim BP so that a character switches animation based on my custom variables; I'm trying right now to bind the state switches to keys for testing purposes. What's the simplest method for achieving this? I currently have a 'Chase' State linked to a cone-of-sight calculation and it works, so all I need to do is bind these variables to keys. Thanks in advance!
asked Nov 10 '16 at 11:53 AM in Blueprint Scripting
In your actor you'll have key events. Those events will set variables. Your actor will reference your animation blueprint. Your animation blueprint will obtain the actor by using "Get Owning Pawn" or "Get Owning Actor". You'll then cast that to your actor class that is setting the variables on input events. You can drag off from the result and get the variables you want then set your animation blueprints variables to the values you got from your actor.
answered Nov 10 '16 at 01:24 PM
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