Do i need to create separate Animation Blueprint for every NPC/Monster that has, for example, different walking animation? Or can i somehow create one 'master' animation BP and then derive from it in child classes, only changing variables determining certain animation assets? I can't find a way to do something like this.
Basically, every NPC/monster with different animation/behavior would have different State Machine, but how to do it? The only thing i know is that we can select different State Machines in Anim Graph -> Final Animation Pose via Select node depending on variable, but of course it has only two elements available to hook up. Or is there some other way to implement it?
Basically, every NPC/monster with different animation/behavior would have different State Machine, but how to do it? The only thing i know is that we can select different State Machines in Anim Graph -> Final Animation Pose via Select node depending on variable, but of course it has only two elements available to hook up. Or is there some other way to implement it?
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