I have a skeletal mesh with anims (2 anims which I blend into one another using 1D blendspace, using timeline input). I have BP actor X that uses that skeletal mesh and animBP. And I have main actor Y that uses actor X as Child Actor component.
If I drop 10 actors Y into the scene, animation playback will be synced. I can add editable float to actor Y, then set different values on each of those in the scene and that won’t affect animation - it always remains in sync.
Is it not possible to have 1000s duplicates of actor in the scene and have them playing anim with offset ?
Here is my setup:
The goal is to make one drone ship bank faster (or slower) than another.
Thanks beforehand