Content example 1.2: Communicating with animation blueprint?

Hello!

Can anyone fill me in with a vital piece of information I just can’t spot here:

  • How is it possible that this actor blueprint, with just a skeletal mesh added, that itself uses an animation blueprint class, can communicate with that blueprint using what looks like just a private local boolean?

  • Why aren’t you forced to use an interface here?

  • How do you find out that boolean’s name? Is it a hard coded name? Are there other mystical variables that allow for blueprint communication?

Silly questions, probably, so can someone point out what I’m missing? :slight_smile:

Can I bump this? It seems like a really basic thing I’m just missing…

What makes you think the boolean is private?

Either way the anim BP can read all variables within the actor’s event graph.

Usually the AnimBP has a CastTo to retrieve them. Interfacing for those happens engine side thanks mostly to the CastTo call.

Open up the AnimBP event graphs and things should start to be clearer.