In my top down game, I have an aim offset for aiming up and down only, since left and right is done with turning. however when I play a shoot animation the aim offset gets stuck fwd since the shoot animation only shoots fwd:
so I made a blendspace with shoot up and shoot down animations, but I’m not sure how I could play it since my shoot animation was done with a montage play node:
I do have a very intricate animation blueprint, it’s just the shooting animation that was being handled by a play montage node.
even though the “shoot” animation montage is playing on the upper body slot, currently it is just the character shooting forward, so it ignores the aim offset and simply shoots forward.
I made a blend space consisting of 3 animations, shoot up, fwd and down, to match the aim offset, but I’m not sure how to use the layered blend per bone and play this blendspace. should I put the blendspace in a state machine?