haha yeah I’ve been through that tutorial but decided to avoid montages for that very reason. I’d really like to be able to melee mid draw if need be.
Thanks though. All would be sorted if I could cast to the bow. I wonder if it’ll get fixed, or is it a feature…
Hummm OK but unless it’s been fixed trigger events like keyboard actions don’t work in an animation blueprint so sure your doing it the right way. Would be nice but I worked on it for a while and asked around and at the moment it seems you can only get the input from a character BP.
Yeah using a fair number of Kubolds animations as his package also includes root motion and I did not what to have to redo all of ours, which are in place, as compared to spending a few bucks.
I’m most definitely sure I’m not doing it the right way. I’m an environment artist by trade and playing way outside of my league here.
So if I go back to casting to MyChar what do you think would be the best way to go about hiding and unhiding the static arrow.
Is having it a component of the bow a bad idea?
The anims look great man! I’ll be grabbing a Kubold pack myself soon. Good to see someones worked out the event graph and put it on video.
Well it is a projectile which has it’s own setup be it an arrow or a bullet. The first person template should help you out but as a prop before firing sure using in a component BP is fine and you just have to toggle it’s visibility just before it fires off the bow and then swap in the projectile.
Visibility wise and don’t see it in any of your blueprints it’s a built in function. Just select any free spot in the blueprint, right click, and type toggle. If it’s visible to the blueprint you can then toggle it on and off with a function.
Thanks again for the info.
I’ve made a ‘hide Arrow’ and ‘unhide Arrow’ function within the bow bp. Now I’m trying to cast to the bow from MyCharacter to trigger the hide function when the arrow fires. But I’m not sure what to plug into the object node of the cast. The Cast is failing currently.