I’m still a bit lost. I’ve taken a screenshot of what is already setup since I’m using the Starter Animation Pack as my base. I think I need to create another Event Sequence for switching my States like outlined above in my previous screenshot. It seems that you can only have one Event Blueprint Update Animation node. Should I build off of that since that is currently setup with Movement? I tried to make a new EventGraph but apparently you can only use one Update Animation node…
So ‘Current Weapon’ sets the States; 0 for No Weapon and 1 for Rifle. 1 is the default. (Screenshot 1)
If you click the ‘Holster Weapon’ input key it sets ‘Holster Weapon?’ to True, the Branch checks ‘Holster Weapon?’ and since it’s true it sets ‘Weapon is Holstered’ to true. (Screenshot 2)
If I understand this correctly; ‘Try Get Pawn Owner’ and Cast To ‘HeroCharacter’ checks my character, check the variable ‘Weapon is Holstered’, and since it’s True it sets the ‘Current Weapon’ to 0 which should play my ‘No Weapon’ State. It doesnt.
You need “Event Blueprint Update” pin to cast to HeroCharacter.
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Thats the problem. It’s already attached to the Movement portion of the graph, and apparently you can’t connect the Even Blueprint Update Animation to multiple nodes.