My character has an animation blueprint that is derived from my own custom C++ class. Within it, I am using an animation blendspace.
When certain actions occur, I would like to change specific nodes in the blendspace. For example, when in combat, I want to change the idle node in the blendspace without changing the entire blendspace or any other nodes.
Is this possible? It will save me a vast amount of effort and be far more agreeable with the way I have designed the game.
This could be in C++ or in the animation blueprint, because I am using both for the final result