Hey guys!
I’m setting up a weapon system in my game - I’m trying to make it as fluid as possible, ie very easy to add a new weapon and such.
The problem is… animations. An example would be the onclick function I have on my gun weapon…
Basically, every time I create a new gun weapon (pistol in this example) I make a blueprint parented by the gun class. For the pistol, I added a animation I want the player to use.
In this case, player_shoot_pistol. Now, I could simply run the animation from c++, and boom… however, it’s more complex than that.
First off, the animation will be layered by bone depending if the weapon is in the right or left hand. Also, I may replace the animation with a montage to add notifies.
In other words, unless I can code that all into C++, I need to interact with the animation blueprint. HOWEVER I do NOT want to hard code each weapon into the animbp.
So, I guess this question is two-fold: is it possible to have a layered by bone thing in C++ and have notifies work, OR how do I interact c++ with animbp?
Thanks!!