When your weapon’s at Firing
UDKUltimatePawn(Owner).PlayAnAnim();
In your UDKUltimatePawn:
simulated function PlayAnAnim()
{
if( TopHalfAnimSlot != None )
TopHalfAnimSlot.PlayCustomAnim('TheNameOfTheAnimToPlay', 0.7, 0.3, 0.3, false, true);
}
This is how my Tree’s setup