How to manage multiple blendspaces in animation blueprint child?

Hello,

I want to make a character who can walk with and without a torch. I use a animation blueprint child for him to share his parent animation to other characters.

In the parent blueprint, I added this for the walk state:

In the child blueprint I overrided this:
image

The problem is that even though the boolean “isUsingLight” is switched, the animation stills on the light blendspace (walk with torch).

On the documentation I just saw that only the sequence player overrides are supported:
Animation Blueprint Override in Unreal Engine | Unreal Engine 5.0 Documentation

So is it an alternative by keeping this parent/child blueprint to make the two blenspaces works?

Thank you in advance

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