Rama
(Rama)
2
Custom Animation Blueprint
You need a custom animation blueprint class (anim instance)
then you can create a variable that you interpolate in the code, to connect to the 1D Blend Space
In code, obtain your custom anim instance from the character
and then interpolate your custom variable which is attached to the 1D blendspace in The Animation Blueprint
UYourAnimInstance * Animation =
Cast<UYourAnimInstance>( Mesh->GetAnimInstance() );
if(!Animation) return;
Animation->BlendAlpha = FMath::FInterpTo(Animation->BlendAlpha,1,GDeltaTime,7);
#Wiki tutorial
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