This is the question
Hey there @MertErzene! Yes, you would in either the blueprint process which montage to fire, or in the AnimBP. A selector to determine which branch to follow would do it.
For things like this I’ve found GAS to be useful. Using a gameplay ability, for example, enemy attack basic, I call the activating ability system component, from that actor I get the data table row assigned to it when spawned, it’s data table has variables like skeleton mesh, health, anim montages reference ECT…, I plug it’s anim montage into the play montage node, along with line traces and other functionality for attacks. Doing this Im able to execute a basic attack, for a variety of enemy types from one ability BP. I can provide screenshots of how it’s all setup later after work if your interested in this approach.
Side note, I have GAS setup in c++, following a tutorial from Alamars Dev Domain,you’d probably need to implement that in order to execute this approach exactly how I have
Thanks for reply I have two player characters and I want to play different animontages from same third person blueprint
Thanks for reply how I can do it so I have two player characters and one third person blueprint and two animontages I want to play two different victory anims for each character
If your players are two local multiplayer players, you can check what player it is based on however you determine which player is which. This could be player controller, local controller, or a variable you set at the beginning of the play session, when they pick a character, or when the players connect.
Here’s a simple way to choose based on Local Player Controller ID
but this is dependent on these IDs not changing often. I’d recommend handling the player identification yourself when they get in the game. This can change depending on a myriad of factors however, and this is not considered best practice for applications at scale, but should be easier to work with.