I am setting up a combat system in which the player can do a series of 1-2-3 attacks. The attacks are driven by a montage as far as the animstions are concerned and all is well. The montage has a few notifies to signify at which point in the animation input for the next attack in the series is available. What this means in practice is that my event graph accesses my custom CombatComponent and sets bAbleToQueueAttack to true.
This is a matter of some concern as I am attempting to keep my animBP event graphs “read only”. Game logic shouldn’t depend on them. Is my approach or my concern valid? Is the “right” way to do this the more elaborate animnotify BP which I’d listen to in my player BP?
I am typing this on my phone so apologies for any mistakes, I hope I managed to clarify what I meant.
Thanks in advance!