My character has an animation blueprint that is derived from my own custom C++ class. Within it, I am using an animation blendspace.
When certain actions occur, I would like to change specific nodes in the blendspace. For example, when in combat, I want to change the idle node in the blendspace without changing the entire blendspace or any other nodes.
Is this possible? It will save me a vast amount of effort and be far more agreeable with the way I have designed the game.
This could be in C++ or in the animation blueprint, because I am using both for the final result
So, in C++ I’ve implemented a few lines that look like this:
auto samples = MovementBlendSpace->GetBlendSamples();
MovementBlendSpace->EditSampleAnimation(samples[2], standardAnim);
where “standardAnim” is of type UAnimSequence*
The problem here is that it seems to break the blendspace. As soon as I edit that sample node, then my character in-game switches to the T-Pose and stays that way until I relaunch the project.