I’ve got a giant monster which performs an animation sequence where he reaches his hand out to grab a smaller character. He then bites the characters head off and then flings the corpse aside.
I’m trying to wrangle animation blueprints, creature blueprints and behavior trees to get this to work just right and I’m running into some areas of confusion. I have an anim notify event which fires in the animation sequence at the moment the monster makes a grab. This anim event then calls a function within the character blueprint which polls a collider to see if there’s actually a creature there (it may have moved and dodged the attack!).
Here’s where I get in trouble: If the grab animation misses, I need to get the monster back into his ‘neutral’ position which is an idle pose and this means that I need to interrupt the currently playing animation at its current frame and somehow do a blend back to its first frame or just play the grab animation in reverse. I don’t know how to do this.