Okayja
(Okayja)
January 1, 2024, 5:25pm
1
When hitting a triggerbox I want all of my skeletal meshes to play another animation, after playing the animation I want them to go
back to idle
, but that would just be so inefficient to do it with a reference to the skeletal mesh.
This is how it would look like right now:
I already tried with Animation Blueprint, but like that I have to reference every single Skeletal Mesh Again and then cast to the BP and call the function from there.
3dRaven
(3dRaven)
January 1, 2024, 5:30pm
2
Have them subscribe to an event dispatcher by binding them. Then call the event dispatcher event to trigger the animation.
Or you can put them in an array and loop over it to trigger the animation on each (probably less performant though)
Okayja
(Okayja)
January 1, 2024, 5:40pm
3
How would that look like with the event dispatcher could you show me ?
system
(system)
Closed
January 31, 2024, 5:51pm
5
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