How would you reference a mesh to a Branch Condition. Exampel: Input MoveForward/Branch (Condition equips melee)/ Play Animation (Special Running with melee in hand), and then reset it back to the Animation Blueprint Idle?
i would think the easiest way would be to add a second running state in the animBP then control which run state gets triggered on weather there is a weapon in hand. you will need to get a reference to the character and set a variable but it isnt too hard.
I was thinking along those same lines. I started out the current project with the Generic Shooter Template, and he setup the AnimBP pretty complex. I’ll give it a shot.