I’m making a game that has 30 different types of attack animations and 10 different types of emote animations.
I want to be able to construct a state machine that basically transitions from:
Idle to/from MeleeAttack (Has 10 different animations)
Idle to/from MagicAttack (Has 10 different animations)
Idle to/from RangeAttack (Has 10 different animations)
Idle to/from Run
Idle to/from Emote (Has 10 different animations)
Is it possible to programmatically tell the MeleeAttack, MagicAttack, RangeAttack, and Emote states what Animation to run at runtime (either through Blueprint or C++).
I can’t seem to find any guides that do this, they are all preconfigured 1:1 animations to states.
Where “SetAnimationStateAnimation” just swaps out the animation currently being used for the MeleeState… Is this possible, or do I have to bake all 40 animations into the state machine…?
Thanks again, but I took a look into montages and… to my understanding… they are just used to combine animations into a new animation.
I think I’m getting closer to what I want… In this picture my Melee State allows you to pick what Animation Sequence is being played. However, I have no idea how to programmatically feed in that Sequence value… Is it as simple as creating a Blueprintcallable C++ function in my Character class that returns the asset sequence ref? I’m about to try that now. https://puu.sh/Hz8Ao/34e888ab57.png