One thing to note is that the way the animation blueprint works is much different than I’m used to (in UE4). There’s a “linked-layer” mechanic that allows the animations to be injected via other blueprints associated with the character (in this case, the weapons happen to contain the character animations). This proved to be a problem because I tried “hiding the mesh from the owner” and doing a split-body style approach (like the original ShooterGame), but I ended up with a permanent T-Pose.
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