Hello. Currently i’m learning Unreal Engine and i’ve got a question. I’m a C++ Developer and i want to do scripting with C++ as much as possible. But animations are… quite complicated to do from C++, i’d say. Is it common practice to handle animations via blueprint if the rest of the game is in C++.
Thanks in advice and sorry if my question has been already covered.
If you want a one-off animation, you can use a montage and call it from code with ACharacter::PlayAnimMontage
I try to do as much as I can in C++ and I have an animation blueprint that handles animation states that work in conjunction with this and the event graph is very simple lol:
What I did was override UAnimInstance
and created a BlueprintCallable function called UpdateAnimationProperties
that sets the variables (defined in C++) in the animation blueprint every frame.
The AnimGraph is more complicated though and handles moving the eyes and head. I don’t think there’s a way to directly manipulate bones through code, so you can’t really eliminate animation blueprints in all cases. But all of the variables are set and computed in C++.
AnimGraph:
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