How do I add a delay for an animation in a state machine
I’m trying to have the Active-Idle animation play for a few seconds but then it transfers over to a Passive-Idle animation until the player moves again,
Here’s what I have
I’m not sure what the “correct” way to do this is, but you don’t usually want to put delays in any part of the animation Blueprint. I’m not even sure how you would plug in a delay node in the state machine considering it has no execution pins.
Maybe just have it set on a variable that gets set to “true” with an anim notify once enough of the active-idle animation has played and “false” once the player moves?
-If the active-idle animation isn’t long enough, you could make it count an int variable up on end instead and then check if it is large enough to set the passive-idle.
Make a single animation idle state, not an active and passive. Inside the idle animation state, get the “random sequence player” node. It allows you to loop through a certain animation however many times you want, before going to the next one and restarting the cycle