So I have this struct named WeaponType.
Every WeaponType references a style of attack, eg. Rifle, pistol, unarmed, melee.
Every WeaponType also has a set of animations associated with it:
The player starts with a default WeaponType of unarmed, references animations for that kind of movement.
When a player collects a gun, the gun also has a WeaponType defined, with settings for how the players should move now that they have that gun:
Then when the player collects the gun, the animation blueprint takes a copy of this struct and uses it in animations:
So this all works quite well. For one single character.
Now I’ve imported another skeletal mesh. It can’t use the animations outlined in the gun, the blueprints, etc. When I try to use the normal anim_bp with the new skeletal mesh I just get a T-pose.
So I right-click the first anim BP and retarget it to a new skeleton, whereupon it creates a copy of everything for that new skeletal mesh. Now the skeletal mesh is animated in the viewer, but there’s a problem.
All of the animations in WeaponType reference the original set of animations, so when you pick up a weapon the new skeletal mesh still doesn’t animate:
Even more annoying, I have to remake all of the 1D-Blendspaces for the new skeletal mesh, as they’re not created by retargeting.
So what I’m hoping I can do is somehow use the original animations with my new skeletal mesh. What do I do here?
Edit: Do I need to re-import my second character, but use the old skeletal mesh? They’re of quite different proportions, will that matter?
Edit 2: Yes. Solved. Glad we could have this chat, Antidamage. I guess I’ll leave this up as it’s a good example of how to set it all up.