AnimBP are designed to be very closed environment; you won’t be able to change values in it directly (unless using C++), you’re supposed to make your AnimBP “query” info from outside instead…
So your AnimBP have to constantly read the value from your Blueprint instead of Blueprint sending the value to AnimBP directly.
@BrUnO_XaVIeR
AnimBP are designed to be very closed environment; you won’t be able to change values in it directly (unless using C++), you’re supposed to make your AnimBP “query” info from outside instead…
So your AnimBP have to constantly read the value from your Blueprint instead of Blueprint sending the value to AnimBP directly.
Ugh, this seems like it would be a resource hog!
Use Case
I have a cockpit made up of 100 interactive components, each with their own state data. (Many components have more than one bone) Does that mean each of the 100 skeletal mesh instances are going to poll their state data from the owning actors blueprint every frame just to see if the bones should be Transform (Modify) Bone by a specific rotation?
I’d much rather just push the current state once via an event.
Would it work if I were to create a C++ base class that the BP switch templates inherited from?