Ok so it was the notify thing then, gotcha. I added one of those about midway through the animation since that’s when the dragon’s mouth is open. Figured that’s prolly the best spot to have it spawn the particle system.
So how would I actually call them in the anim bp? This isn’t something I’m familiar with. Could be the terminology again, but I’m not understand how to make it “see” the notify and then actually enable the spawner.
I can say though the skeleton and anim bp both match so there’s that at least. I’ve actually struggled with setting up the anim bp lol and am sure mine is wrong on a few ways considering a double jump often launches the dragon very high randomly when it shouldn’t. Also her animations freeze into a fall anim when bumping into stuff and idk how to fix that one either.
Edit: So I’ve tried to figure this out lol. What I have is the animation not playing…the fireball spawns but doesn’t vanish after x seconds or when it hits something, and it doesn’t leave it’s spawned location but remains attached to the socket.
Here’s the current setup on the player controller, how I thought you meant at least. Not sure why the animation for the attack isn’t playing though nor how to get that properly set up. I think my entire anim BP is screwed a bit.
Not sure if I’m even on the right track here but yeah. This is essentially how the spawn thing “launches” the fireball so figured it would at least do that but it doesn’t. Impact Power is 1k, Level 1, and the Gravity is set to not. When it’s not ready it waits a few seconds then enables ready which allows it to spawn the fireball, but as mentioned above and shown in the picture it just stays there when spawned. The “animation” you see in the picture isn’t the fireball one, it’s one of her idles which is yawning, almost same pose but slightly different lol. Any idea how to get this working the rest of the way or what I’ve done wrong?