I’m trying to control a blend animation with my character’s blueprint. Essentially, this is what I’m doing:
I’m using a trace line to see if the player’s gun clips through stuff infront of us. This spits out a float. For my mesh (arms holding the gun) I have a 1D blendspace that goes from ‘gun out’ to ‘gun pulled back’ so that it doesn’t clip.
Inside that mesh’s animation blueprint, I have this blend all set up, and I have a float to control the blend.
How do I get my float from my character blueprint to the animation blueprint to drive that blend? I’m getting somewhat proficient within blueprints, but when it comes to getting them to talk to one-another, I’m having a lot of problems. Why can’t I just use global variables like in other engines?
I don’t fully understand Casting. Perhaps I need to use casting somehow?