Sure thing!
This is my base state machine. an unarmed idle/walk/run blendspace, then a state holding a pistol down IWR BS, and another state holding rifle down IWR BS.
When you right click mouse button it activates the aiming function, and changes to the state accordingly to a pistol or rifle aiming posed Idle/Walk only (no run) blendspaces. with strafing, fwd, bwd, left, right, and 45º between those.
I wanted to play these Rifle / Pistol Aim In/Out transition animation sequences between the gun holding and gun aiming, and I tried adding the animations at those red boxes I drew, but the problem is that it’ll make the aim in/out transition animations play full body, which is unwanted when the character’s speed is greater than 0.
I couldn’t find a way, inside the transition states, to select the full animation or upper body only, based on character speed. also you can’t add montages inside the states, just sequences.
I tried many other things outside the states in the anim graph, but didn’t get anything working as intended.
One thing I’m trying now is calling a function in my animBP whenever I click or unclick the right mouse button for aiming, but that’s leading to another list of issues.
Currently it looks like this: