First: Make the Niagara particle system node targeted to the mouth bone (or socket) of your dragon skeleton.
Second: Add a “start fire” event tag to the animation for the fire breathing.
Third: listen for that animation event in the character, and when you get it, turn on the Niagara emitter. Or, if you use one-shot particle systems, spawn the effect attached at the location of the mouth bone/socket.
Fourth: In your player controller, bind RMB down to call your character/pawn to set “is fireball attacking” as a variable
Fifth: In your animation blueprint, read the “is fireball attacking” variable, and transition into playing the fireball animation when it’s set
Sixth: At the end of the is fireball attacking animation, send another event (or listen to animation end) that is listened by the character and clears the “is attacking” flag
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