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Best practices for using animation blueprints (shooter game)

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    Best practices for using animation blueprints (shooter game)

    I'm building a 3rd person shooter game.

    The character can fight with multiple types of weapons. In terms of animations, there are 3 primary categories (each category has its own unique movement, attack, reload animations):

    1. Unarmed (punch to attack)
    2. Pistol
    3. Rifle

    As for animation blueprints. What's the best practice to implement these 3 categories? Should I have 3 animation blueprints, one for each primary category, and switch between them depending on the weapon the player has equipped? Or should I have just 1 big animation blueprint that encompasses everything?

    #2
    1 Bp and IK properly set up to habdle weapons.

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