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.