Animation blueprint - How to blend multiple montages?
Hi guys, a problem I haven't been able to solve and is driving me mad...
My scenario is thus: My character can equip weapons in either hand - left clicking controls the left, and right clicking the right. Holding down left click will cause the character to hold his weapon up, and releasing will make him swing the weapon. So far, so good.
My setup is very complicated so far and looks like this: That's the anim graph. The idea is that LeftSwing and RightSwing are montages that play the animations of swinging the arm. The montages look like this:
A "Primed" section that gets used when the player holds the button down, a "Used" section for when they release, and some notifications. The right one is the same.
Now, I'm having IMMENSE difficulty in getting these to work together. Any tips would be greatly appreciated.
I will share my current event graph, for what it's worth. It takes variables manipulated in the C++ to organise the animations.
I know it's a bit scary (split into 2 parts cos of size):
So "played left"/"played right" and the "primed" bools are set in C++ on button presses, and the "animation names" are set similarly.
Any tips on how to make this work or even suggesting a more elegant system would be GREATLY appreciated - I am in need of some help!!!!!!
asked Jul 11 '14 at 06:30 PM in Blueprint Scripting
I know this is an old question, but from what I've read, apparently multiple montages cannot be played on one character at the same time. It's not supported for some reason.
answered Jun 02 '16 at 06:03 PM
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