How can I change the sequence inside a node in animation BP graph?

Simple question…

I have an anim bp instance added to my mesh with a few nodes like Idle → Running → Attacking etc…

Let’s say I want to swap the animation sequence of any of these nodes for another animation sequence(during runtime, ofc), how can I do it?

Hey @Gordyne! Welcome to the Forums!

A few quick question before we get things started:

Why would you need to swap the animation sequence in the aforementioned animation blueprint? Is it due to different character states? If so, there are less destructive methods to change what animation is playing.

Any additional specifics or information you can provide may go a long way in solving your problem!

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Well, my character has many different animations for many skills based on which weapon and spell he is using… So instead of creating 200+ nodes I figured out it would be easier to create a few generic nodes and swap the animations for combos and spells based on weapon and sets of skills/spells he has equipped.

I also tried creating a copy of my blueprint and only change the weapon combos of the second one. I used “set anim instance” to swap the anim blueprints of my mesh from “1h_sword” to “2h_sword”(which are my anim bp names).

The anim instance was swapped correctly, but was stuck in the Idle loop due to the fact that my “anim BP” reference(which I get from my mesh at “Begin Play”) is cast to “1h_sword”(which is the only way I could get access to the anim instance variables(mostly bools) that are used to enable/disable transitions).

But, because the new bp swapped is of class “2h_sword”(which confuses me) it doesn’t recognize any variables from the “1h_sword” anim bp. The result is that my character gets stuck in Idle.

Hey @Gordyne!

I can kind see what you mean with that number of nodes. You can try using multiple animation blueprints, or animation overrides. Here is the documentation of overrides:

I hope the above leads you to the solution you are looking for!