I can’t really show screenshots or videos, there’s 8 event graphs and it’s all intertwined with other mechanics. The one concerning the animation is fairly straight forward, I have a state tracker implemented in the pawn blueprint. Ultimately it ends with a string variable containing the current state (although I could’ve chosen an integer, I chose a string to be able to read it more easily in debug). So whenever the character is walking, the string returns ‘‘walking’’, same goes for sprinting then the string returns ‘‘sprinting’’, etc.
My pawn is just too versatile, and it’s hell to interconnect all those animations within the anim graph. Now I was thinking if I use the node ‘‘Play animation’’ to play an animation in the pawn blueprint then afterward if the state tracker detects a change towards an animation that requires smooth transitioning it will set animation mode to ‘‘use animation blueprint’’ and cast my string (state tracker) to the anim graph, but could it use the animation I played as the entry point within the anim graph? This would mean I either need multiple entry points or be able to change the entry point in the anim graph, I think.
This is my first instinct, I haven’t looked into the anim graph too much yet so maybe some features are still in my blind spots.