Animation BluePrint

Hi, my knowledge of blueprints is very limited, so I keep running into walls, trying to set up character blueprints. I got tonnes of questions but I’ll start with a basic one. How do I deactive my ABP blendspace idle animation when triggering an attack montage in the character BP. Currently when I hit the attack, the idle animation plays at the same time. I tried adding the attack in the state machine but can’t get it to trigger from IA input, because the node must be the wrong one. I can’t find the right way to do it.

Cheers

Actually, fixed it by adding an attack idle that’s trigged by an On Component End Overlap (box).

You can use a separate animation slot (like AttackSlot) in your Anim Blueprint and blend it with the default state machine using a “Blend Poses by Bool” node. When IsAttacking is true, the slot pose overrides the normal animations; otherwise, it falls back to idle/run. This approach keeps your montage playback clean and avoids modifying the state machine structure.

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