Blending animation with Gameplay tags
I was wondering whether it is possible to blend by gameplay tag instead of blending with enums in the anim graph? As far as I can tell this is not possible which is a shame. We are using gameplay tags extensively in the gameplay logic for which weapon is being used etc, but there is no way to use this information to determine which animations to play at runtime. Unless we create a gameplay tag to enum converter of some sort. Is there a method to use gameplay tags for blending that I may have missed or is this not possible whatsoever?
asked May 01 '17 at 09:31 AM in Blueprint Scripting
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