I have a few questions about the Contextual animation plugin
- How would one handle different first and third animations for a contextual animation that you need to play something in 3rd person, but also in first person. Such that if third person is toggled during the sync, things will appear in sync.
- Currently, the sync system I built years ago prior to this plugin existing is sequencer based, and I handled first and third person by playing animations on different montage channels of the same bound actor. Looks like I can do the same here, sortof, but there doesn’t appear to be any mechanism to change the montage section in the preview.
- I thought maybe I could provide a PreviewAnimInstanceClass(one for 1P and 3P) as a workaround, but that doesn’t work either. It looks like the code calls SetAnimInstanceClass, but then never passes the track animation to it in any way. I figured it might call
- How do you add animations to an existing section? For instance, if you add roles but already have some sections set up. Do I have to recreate via New AnimSet?
- What is the difference in “Section” and “AnimSet”
- Sections I gather are similar to montage sections, going by the example usage in FStateTreeTask_PlayContextualAnim.
- Looks like sections can loop, and you can use transition functions on UContextualAnimSceneActorComponent to set up a flow through them.
- When you use “New AnimSet” in the editor, it just creates a new section. But I see in code, they are independent concepts tied to conditions. Kinda looks like your meant to be able to use a fixed set of named sections, but have the anim set vary by conditions. But how the tooling currently works doesn’t seem to make sense for that, so I’m not sure.
- What do attachment params do?
- Currently it only seems to be used in FContextualAnimViewModel::GetSelectionDebugText
- Does the Contextual Anim system work in MP?
Feature Request
- Need a way to preview specific montage slots
Thanks
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