Different animations for picked up weapons

Hi,
I’m developing a multiplayer game where you have to pick up a weapon/item to use it and you are able to throw it away. It should be possible to make different animations of the player for each item (idle, walk, attack etc.).
So my question is, what is a good way to solve that?
I don’t wan’t to extend the player for each animation, so my current idea is:

  • “PlayerAnimationStruct” where all possible types of animation are stored (AnimMontage’s).
  • Each item gets this struct
  • When my player picks up an item the default animation of the player overrides
  • The Player Animation Blueprint plays the current montages in it’s state machine

Does this read like a good idea or is there a better solution?

Regards

Instead of overriding the original Animation, you should use AimOffsets, Blendgraphs and Additive Animations.

You are on the right track though.

You can also save Anim Sequence in this struct and inside idle/walk/run state use ‘Play Animation Sequence’ node with correct animation.