What I have:
- Main third person character Blueprint (inside it character (Mesh Inherited) root object and skateboard under it).
- Character Anim Blueprint
- Skateboard Anim Blueprint
For character and skateboard uses it’s own skeleton. Character and skateboard are animated in one scene in Maya and exported as 2 different anim files.
The main problem is, that I need to do a duplicate work to create 2 Anim Graphs for character and skateboard, so basicaly I repeat all the logic for the skateboard too to work properly. It is too odd I think. My friend adviced me not to do anim class for skateboard and run animation from main blueprint directly, but I got sync problems and I think it is too hard to solve.
So my question is how can I run animations of skateboard inside character’s anim graph? is it even possible? Because obviously skateboard is using it’s own skeleton even if it’s still coming from one Maya scene. Or maybe you can advice me something…
If i still need to run it from main BP, what nodes should I use? The logic is: need to get current animation state of the character, read it somehow and compare it with skateboard animation (skateboard animation differs from character animation only with prefix skateboard_01 in name) name and play selected animation for skateboard BP. Is it possible to do without C++?
It will be super kind for any help, stuck here. Thank you.