Ive setup an animation blueprint with a series of blendspaces chained to aimoffsets using a Blend Poses by Int.
The event graph will change the Int(and thus the blendspace and aimoffset) based on settings from the weapon in use.
This all works for the most part, but with certain weapons the at rest state has the muzzle of the weapon hanging low.
When the player clicks the fire button I want the weapon to instantly pop up into the fire position before the projectile is spawned.
I tried setting the blend time to 0, and the animation does seem to instantly pop into position.
But the projectile still spawns before the animation happens.
Is there a means/function by which I can force the animation of the pawn instantly into a specific blendspace?