I’m used to working with other game engines that have this functionality and I’m a little dumbfounded that I haven’t found a similar capability in UE4’s animation system.
To clarify, a ‘branch window’ is simply a duration-based tag you place on an animation sequence, and you can use it within an animation graph as a conditional for transitions and to control the starting offset when transitioning into a new state. For example you can put branch windows on your base locomotion loop (leftlegpassing, leftlegplanted, etc) then branch ‘in’ to animations in subsequent states at the same phase of a target branch. So if I leave a quarter-way through the ‘leftlegpassing’ branch of the locomotion state, I can branch in to the stop animation a quarter way through a similarly tagged ‘leftlegpassing’ branch.
Is there no way to do this kind of thing within an animation graph in UE4? Are we really reduced to putting in a ton of animNotifies and manually tracking/handling them to transition to a state at a non-zero phase?