I have set up an anim notify blueprint for the footprints of my characters and is working no problem. My characters have different skins, some with shoes and some barefoot. Naturally I dont want shoe sound to play if the character is barefoot.
So I am trying to figure how to get the current skin selected (as an enum) from the character into the anim notify blueprint.
Could cast to the character but that would mean casting every time the notify is called which is certainly not ideal.
You will need to use function interface (output eg: EnumSkinChoice) to aovid using casting.
Set your function interface SkinChoice in your characterbp and get your function interface from your animbp.
The implemented interface will be only in Character BP.
Save Game BP - contain only your variable SkinSelection, you won’t need interface here. You will need pass the get skin selection like in my last picture. And set that value to your save game variables.
Character BP - contain your func interface similar to the video and seem fine your last picture.
LoadSkin example:
Am not sure about the widget bp, but it if a menu where you select your skin, you will need to create an input function here as well to set your SkinSelect (from your characterbp)
Anim Notify bp - contain the get skin selection like in my last screenshot.
I have tested this, and currently the variable from the skin selection interface is coming out as 0, even though the skin integer is changed inside of the character
Then you can replace the casting with a function interface input event.
It might be better to separate the save system, such that you create an event saveCharacterConfig from your character bp, and only call that event when you autosave or manual save or during exit game.
I really dont know what else to do.
The interface is set. The skin selection changes inside the character.
But inside the anim notify BP, just comes back as 0.
could the issue here be that the mesh comp from received notify, which returns the skeletal mesh, should plug into the skin selection target?
These characters are not the player character but the enemy characters, so I cant plug in get player character. any way to get the actor of the skeletal mesh from the mesh comp?