I would like to animate a mesh/model by performing some simple offsets and rotations. EG: Jumping, rolling, and so on. I want the timescale on these animations to be flexible.
For example: If I were to perform a roll the default time to complete this action would take 1 second. However, my player or enemy could be sped up or slowed down altering the time. I figured the best way to do this would be use a timeline.
The problem is that I do not want to add every animation to every blueprint that may need them. It would make more sense to inherit as needed. Is this possible? I know you can’t use timers in functions, which make sense. You can spawn classes in C# and other languages and that class can have it’s own unique timers. Is something like this possible?