How to Hide Weapon (Animation Dependent)

Hi, I followed this tutorial:
(Handy trick to hide weapons during actions (MetaCurves) | Community tutorial)

However, I cannot get the blueprint to work. I feel like he’s skipping steps that he’s assuming the reader already knows how to do. I’ve followed everything he said to do, but I can’t figure out how he got the animation blueprint class to recognize the “Hide Weapons” variable from the character blueprint class.

When I search for “Hide Weapons” it doesn’t show up as an option for me in the animation blueprint, but it does show up as an option in the character blueprint. If anyone understands how to work with metacurves for the purpose of hiding weapons depending on what animation is playing, you’re help would be greatly appreciated.

I circled the node in the picture that I can’t figure out how to get it to show up in the animation blueprint.

Hi ernesto20b1, He might have forgotten a section in his instructions. You can review this video at the 6th minute to understand the missing step further.

Hi, thanks for sharing the video. I checked it out and I actually did select my animation blueprint from that menu, but I’m still not able to find that variable. Is there anything I’m missing? I included screenshots of everything I’ve done so far.




I apologize for the inaccurate guidance. Let me provide step-by-step instructions:

  1. Create like image

    replace BP_ThirdPersonCharacter with your Character BP.
    Make it into a reusable value:

    Now, you drag it out for use, call the necessary function in CharacterBP.

Make sure to connect the Cast to (CharacterBP) to the new variable.

Thanks so much for clarifying! So I followed your instructions, and did this in the animation blueprint as you described. is this right?

The problem is with Step 2: Do Curve Events Function. The guy in the tutorial I followed placed the “Do Curve Events” function in the animation blueprint and I did the same. The problem is that inside the “Do Curve Events” function using the animation blueprint, he was able to insert a “Hide Weapons” function that points to the character blueprint as seen in the picture on the right. The issue is that in order to get the same result you did where the target for “Hide Weapons” is the third person character, I would have to create that function inside the character blueprint instead of the animation blueprint which doesn’t allow me to complete the blueprint shown on the right picture.

If I were to create this function in the animation blueprint, the target for the “Hide Weapons” function points to the animation blueprint which is not correct as you can see in my anim bp picture on the left. How can I make the target for the Hide Weapons anim bp function point to the character blueprint as shown in this picture on the left?