I have been using UE4 for around 1 year(part time) with strictly C++ recently I have been playing with the Animation part but have a problem why animation blueprints being inefficient, I was not expecting the animation system to work this way. It seems strange to me that animation blueprint would work on a tick event and not just change the animations when required. I recently started a vive VR game and have a left & right hand mesh as the motion controllers I was experimenting with the animation BP and found that I would need an animation BT for each hand and for the gun that each hand could hold but this is wildly inefficient as I know exactly when the animations need to be played and having them managed by a state machine that checks every tick seems madness. I have looked at calling the montages from code but this does not seem well supported and was getting strange behavior when playing montages with a negative play rate.
I guess I am asking is every one using animation BT’s? or is there a better way to call the animations yourself with all the variables needed and completely bypass the animation BT and state machine.