Chaning animationBP on weapon Selection

id use your method of IK for the left had position but linked anims for completety differrent stances like, pistol, rifle, melee etc

Is it worth the additional work, class instance load, and complexity?

My weapon Gripping for the most part is handled by IK (left hand offset). Right hand is manually handled by adjusting the skeletal mesh in the class. With an additional Vector and Rot var I can make the left hand IK adjust to different modular weapon grips. Vertical, angled, half, thumb etc. My characters are modular (skeletal mesh merge). I just swap out left hands as needed.

AR, DMR, SR, Shotgun, SMG and some LMG’s work fine with a single hip and ADS upper body aim space. Depending on your locomotion stances (standing, crouch) you can typically still use the same for both of these stances. Prone obviously needs a different pose.


well i use soft object references and async load

My understanding of the engine is any animation you have “retargeted” to your mesh is autoloaded when skeletal mesh is spawned. Regardless if your animgraph only uses a single animation.

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Everything is the asset browser is loaded too. If it wasn’t you’d see hitching and jitter as it was loaded. Basically memory allocation and disk read delays.