How do I access a blend space from a character Blueprint?

Hi,
I’m learning Unreal Engine, and I am trying to create an enemy character that I have specific custom animations for (.fbx files). I need to be able to attack the character and it die. I have created a blend space (using my imported animations) which I have attached to the mesh of an EnemyAICharacter Blueprint. If I create an event in this blueprint which handles an attack, how do I get access to my blend space, say to adjust the speed (X-Axis label)?
Thank you so much in advance,
K.

Hi khoody,

If I understand your question, this AnswerHub post includes screenshots on how you implement a blend space for a character:

https://answers.unrealengine.com/questions/58945/using-aimoffset-with-animgraph.html

Let me know if this does not answer your question,

Thanks,

.

Hi,
Thanks so much. I guess what I am struggling with is how to effectively communicate between all of the different elements that I am creating. In the examples I am seeing there seems to be so many casts going on it ends up hard to understand who has access to what and why. Is there any way of viewing the entire project all of the blueprints as a whole, perhaps with all of the links between them visually displayed?
Thanks again.
K.

This documentation describes how to create an aim offset blendspace including set up for the controlling the rotations Yaw and Pitch in the Event Graph of the AnimBlueprint:

Creating an Aim Offset

If this is not the information you need, please describe in greater detail what you are trying to achieve.

-Thanks