I'm trying to drive my Animation Blueprint's state machine through C++ rather than the blueprint implementation, so that hopefully I can have basic implementation for things such as:
- default C++ transition logic
- pre-defined/hardcoded anim graph states
I've already set up c++ instances of UAnimInstance to drive my Animation Blueprints, but can't seem to find any documentation/information on how I can drive the State Machine and Animation Graph through C++.
I've looked at the tuts on creating new animation nodes which I'd guess is similar, but there doesn't seem to be anything for these specific nodes (Transitions and States).
Any help would be great, thanks!
- default C++ transition logic
- pre-defined/hardcoded anim graph states
I've already set up c++ instances of UAnimInstance to drive my Animation Blueprints, but can't seem to find any documentation/information on how I can drive the State Machine and Animation Graph through C++.
I've looked at the tuts on creating new animation nodes which I'd guess is similar, but there doesn't seem to be anything for these specific nodes (Transitions and States).
Any help would be great, thanks!
Comment