Changing Character Animation with Variable from level blueprint

Hello all !

I am coming here to ask for help. I actually started a video game project and try to get in the visual scripting. I am actually 3d Artist so i am having some difficulty to make things work but i try anyway !

But i am now having a problem that i really cant resolve even i search on the web and found people having same issue i cant solve it.

Here is my problem. What i want to do seems pretty simple. I have a character walking from default. He has a walking animation on his anim blueprint by default. I putted a trigger Box in my world when the character enter it change a boolean variable ( Climb Value ) in my level blueprint which became true.

I try call this variable on my anim blueprint but it just not working i can call it on my character blue print but not on my anim BP. I putted some screenshot to make it clear.

Level blueprint

Character Blueprint

Anim Blueprint

So how can i get this value change in my anim BluePrint ?

Thanks a lot for anybody who is helping me !!

Need all screenshots… there is not shown where you are setting variable.

Oh thanks ! I updated the screen hope its better :p.

Still not enough :slight_smile:

  1. You dont need to set variable on begin play, if its set to false as default, it will be false on begin play too
  2. Main part missing - you call from somewhere climb where you pass bool value but i cant see where you get that value, bp where are you passing that bool…

Thanks for the help ! For the variable climb value i set it on my level blueprint its changing when my character is overlalping a trigger box. Its not enough? This is all i have as blueprint.

Sorry i am really beginner on Visual scripting so maybe i am missing something really basics !

Oh sorry i was blind :slight_smile:
I think i got it… Drag wire from your event “overlap box” overlapped actor, then use “cast to froggy” node, and from cast object, drag wire and set “climb” bool to true… im not sure now but this might help.

Héhé. I tried like you said but it still not working i tried cast to froggy_blueprint which my character BP but it doesnt change anything on my anim Bp :frowning: so i tried cast to froggy_ANIM which is where i want to get this value but its telling me an error i putted a screen about it.

The screen :

Its midnight here this is making me crazy ahah :p.

Thanks for your help i will try again tomorow !

ok then probably in animation blueprint, use node “get player character”, then cast it to froggy, and from object, drag wire “get climb value” and set with that climb variable in animation blueprint

Thanks a lot ! Now my animation is changing when my character collide the trigger box ! But actually is really weird in my animation blueprint the debug telling me its not working but when i play it works :p. I added a player controller blueprint actually i didnt had one and i putted inside the same system for climb value than in the character blueprint. I attached a screen you can see that the debug filter telling me the cast failed and the climb value always stay as false but when i play the condition become true and its working so i dont know what to thing :p.

Thanks a lot for your help !

If I was you, I’d put your ClimbTrigger into a separate Actor.
The way you do it at the moment, you have to the same for each Trigger Volume in your Level.
If you put your TriggerVolume Logic (set Climb Boolean to true) into a separate Actor, You have to code it once, but can place it multiple times in your level.

Oh yes its actually gonna be much better i am gonna do that ! thanks !