I’m working on an animation blueprint for a character that rapidly switches between actions that require switching to animations directly rather than making a million connections in a state machine that sometimes misfire. I’ve started using Blend Poses by int with an integer that is triggered by each action in the player blueprint and it works pretty well but I have one issue with it. Whenever an animation is switched, the previous animation that was playing retains its animation offset. Is there any way to make it so that each animation is restarted whenever it initially becomes active or deactivates? Could this possibly be a request for a feature if it isn’t already implemented? If anyone can help, I would definitely appreciate it.
…maybe use an AnimMontage? That way you could use JumpToSection rather than setting an Int variable.
I suppose I’ll give it a try.