Playing animation for different items
i got an Inventory and made a FirstPerson Mesh with 3 simple test animations (Idle, Idle_Axe, Attack_Axe)
I made a socket for the right hand and attached a staticmesh to it. What is the best way to use different animation? i can check in the EventTick of the player, what he is holding and play different Animation, but i don't know how to apply something like the Attack_Axe. My setup is, that i press the LeftMouseButton to perfom any action related to the ItemType. If its Food, i want to play the Eat animation, for Water the Drink Animation and for an Axe the Attack_Axe animation.
But since my Eventtick is playing the Idle, i can't "override" the idle. Do i have to work with Booleans in the Tick? Something like "bNewAnimation" and setting it to false if i change the ActivItemSlot and to true after the NewAnimation was player (looped)?
What is the best way to handle this? (:
asked Aug 07 '14 at 05:02 PM in Blueprint Scripting
When I understand you right you want to play an eating animation when the player eat's something and a drink animation when he drinks?
Here is a tutorial: https://www.youtube.com/watch?v=Dtewkn8qIE0 So basically you have to create a normal animation bp (like in the third person bp template) and then you can enable the different animations with a bool in the main character. That's the easiest way to handle this :)
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