Hi there,
I’m still struggling with spawning blueprints and call their animation blueprint.
I’m spawning pillars “BP_Pillar” from the game state - it’s visible for both server and client.
From the player controller, I get interaction with “BP_Pillar” and it clearly is aware which instance it is.
Then I’m casting that blueprint and trying to get animation class/blueprint to run function on a given blueprint.
But the issue is, even if I know that this is a different blueprint, UE keeps telling me that he’s recognizing only the first spawned Animation Blueprint.
Why is that? Even if I know exactly that I’m casting to BP_Pillar09 - why anim instance is from the first one?
Just to be sure- There are definitely new anim instances being created for each new spawn of “BP_Pillar” and each instance is independently doing their own thing. The problem here is just not being able to get the relevant anim instance.
This code should work…
A work around my be at being play on “BP_Pillar” get the aim instance and save it as a variable then when you "cast to BP_Pillar” get the stored variable?
Yeah I did that, but still the same - And I can see the result, as I’m running the animation and it’s always running at the first one.
Here’s log when it’s saved in BP_Pillar - you can see that they are spawned, but the all have the same name - it shouldn’t be an issue, but still it’s a bit weird.