Generic Shooter: Support Thread

If its anything like the first person blueprint template, the firing animations might be motages that are played in the blueprint. Regardless, i think that putting them in locomotion should work. Just add a melee attack state in the anim graph, have a boolean variable called attacking in the player blueprint and animation blueprint, and set it in the event graph the same way youre getting the equippedWeapon variable. For the condition (in the anim graph) to switch to the attack state, you can check if equippedWeapon isvalid AND attacking is true. Hope that helps!