Apparently such a function/method (IsPlaying()) is available in code:
All the solutions I’ve found on finding out if an anim is playing in BP seem really tedious.
I’ve tried to:
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set up notifies in each animation, flip a bool in the anim_BP’s event graph when fired, check that bool in each conditional rule for every attack animation.
However, I just found out that solution fails if the animation is interrupted/stopped before it gets to the notify for not playing. I can, but don’t want to, make it so the player has to sit through the whole animation. -
check if it was playing via time_remaining, but it’s not reliable unless I specify an arbitrary cushion (remaining < .1s, opposed to . <.01 which triggers only 33% of the time). And it takes an extra node (<, >, etc.).
The reason why I am checking is because I need to turn on and off the damage the weapon can do. If I don’t it’ll damage stuff just by bumping into it (outside of the attack anim). It has to/should do damage only when it looks like there’s some deliberate force behind it.
Thanks in advance.