I recently purchased the Advanced Locomotion System V3 from the marketplace and managed to reskin the default mesh with my own character but I’m having difficulty implementing a separate set of animations for a state where the character has his arm cannon out. The aim offset for the character’s head works great already but I was wondering if there was a way for me to apply the same logic controlling the head to his right arm provided he has his arm cannon equipped. My current solution was to duplicate all of the aim offset poses and edit them into a “pointing arm cannon” position, but I’m not sure how to go about implementing them in-game.
You may be able to modify the anim blueprint so the aim offset is changed on the fly depending on the weapon. I just have a function in my character like, GetAimOffset that returns a reference to the 2D blend space asset that changes depending on the currently equipped weapon. And in the anim blueprint you can click the aim offset node and check a box so the asset pin is enabled. And pass the AimOffset reference into the node.
I know in ALS V3 he also has an aiming state but the main aim offsets that it comes with are for just the character standing and looking around, so you might need to code it so it forces to use the generic aim offset when aiming is false. That way your character will still use the “looking around” base blend space when he’s not aiming the arm cannon.