Best way to execute next animation

For one shot animations you better use anim montages. You play them in reaction to an event (e.g. player input) and they will start sending the animation to the respective animation slot (that you set up in the anim montages). Then in your animation graph you just add an animation slot node right before the animation graph output node and it will override any input animation with the animation played by the anim montage but once it’s done it will pass the original input (from your state machine) through.

That’s the easiest setup but most often you’ll need a few animation slots (e.g. for upper body, full body animations) and you’ll be blending them based on your specific needs.

Use ‘Automatic rule based on sequence player in state’

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Hi I am using the state machine to animate my character. The problem is what is the best way to let a animation execute exactly once by a input and after it’s done it will transform to the next animation. I tried a lot of ways like get remaining time or using notify. They just would work as expected. What is the most professional way to do this? I believe this should be a fairly easy thing to do in the engine because this kind of stuffs is everywhere in all kinds of games. Thanks!!

Thanks! This seems to be working, but still not producing the wanted results. So what does this boolean really mean and what does it do?