Anim Transition from Sprint, to attack anim, back to sprint. Where it's done?
I just don't know where to start with this. Tried youtube tuts, the usual, etc..
I have a sprint animation that runs as long as user is holding down L Shift.
I have setup a butterfly twist attack animation so that the start of it is a certain point in the sprint anim and the end of it is a certain point in the sprint anim.
TL;DR I essentially want to be able to activate the B Twist animation mid-sprint by pressing a button (say L mouse for now), and have the sprint anim flow into the beginning of the B Twist anim then out of it back into the sprint.
I'm just wondering how/where in UE this is normally done. I know some of it is in an Anim BP, but I'm confused now cause some people on YT are going into Character BP's for certain things.
Picture is for reference on how I setup the animations originally.
You may look into tutorials for animation montages. You can slice up your sprinting animation and give it some Anim notifies as to when to transition to the twist motion and then where to transition back into sprinting.
Basically you'd use a montage to split your sprint up into the pre-B Twist, mid-B Twist (To be skipped if doing the twist), and post B-Twist. Also add the twist into the montage, perhaps at the end, (not sure it matters) Then create an Anim Notify at the end of the pre-B Twist section and call it something like BTwistMoment. Then in the AnimBP, call the AnimNotify event and add a check if the character has pressed the input for the twist. If so, then use the node Montage Set Next Section to play the twist when it's ready. Then when the twist is finished have it loop back into your Sprint series and reset your variables. This is not a comprehensive step by step but hopefully it'll give you a direction to go in and I think it should work.
https://www.youtube.com/watch?v=5DR7pxGouWE This tutorial is showing how to set up a montage for a punching sequence but it should be applicable to your needs.
answered Jul 22 '18 at 01:45 AM
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