Added Support for Hierarchies
Hi!, I’ve extended the functionality of the tool and is more powerful now, I’ve added support for hierarchies, this could be useful in many ways, for example you can create an exclusive branch in a higher priority when the character gets hit, the same way you’d do it in the animation blueprint, this means that you don’t have to worry about transitions from each state of your main locomotion state machine to the get hit state machine, just call the “Get Hit” event from anywhere and the animations will blend smoothly. I also removed the need of enumerators, I’ve added new nodes and the ability to set a new state when a non loopable animation ends.
I’m still testing before sharing just to make sure it works, if you guys have any questions or suggestions feel free to let me know, I can also make a video tutorial in case anybody is interested.