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blueprint to blueprint coms

Hi guys so im affraid i have another noob question … ok so in my anim blueprint i have a variable called (is crawling) … and my state machine is set up to play the animation (crawling) if crawling >0

and in my character blueprint i have an input action (ctrl)

i want to use this input action to change the value of (is crawling) but no matter what i try i cannot set the value of (is_crawling)

i can call the input action(ctrl) but no matter what i have tried i cannot use it to set the variable i also tried with the variable stored inside the third person_bp but then i cannot call the input action ctrl im pulling my hair out guys

i have tried (try get pawn owner) (cast to animbp) but im lost guys im aware that this is my fault and not the engine i just need further guidance

inside the blueprint. drag of the mesh component in the graph (the mesh that use the animation blueprint) then create a node “Get anim instance” that will give you a refenrence you can cast to the class of you’r animation blueprint, then set values. You need to do this from the player’s blueprint.

errrrm ok i will try that im a little confused however. the mesh holds no information does it?

Sorry i clearly have to do more tutorials i have no idea what im doing wrong but i simply cannot do it i will share what i have

i have an input action called (crawling?) this is only available in the characteranimbp please forgive my confusion im slow to learn

that mesh reference, is it referencing a skeletal mesh with this animation blueprint assigned to it? it should.

not gonna lie i have no idea lol .im confused as hell right now

ok i dont even know what to ask next i hope this picture will help me unravel the mess i have created :frowning: 93a29d140dc23c9a933508e9d37ef8026bc312fe.png

Thank you JX53mb im not going to say that i understand why this works and im sure my method is sloppy and has a lot of unnecessary nodes but this setup finaly works THANK YOU !

c7636c54d388622e5e583496a506d3c7b949a2c9.png

well, it could be better, but this will work. you dont need to cast twice. you could do the cast thing at begin play. then promote the cast result to a variable by right-clicking on it. then use that variable instead of re-casting every time you need to use it.