I have a character in my project with only 2 animations. One “base” animation it can use when either idle or moving(because it’s a levitating enemy) and an attack animation. The character has an animation blueprint as default with only the base animation and nothing else. I have a custom event for attacking in the actor’s blueprint where I’m using the play animation node to play the animation, which is called with a task in the behaviour tree for that character.
The problem with this setup is that after playing the attack animation, it doesn’t return to using the default animation. Do I have to set this up in the animation blueprint so that it uses a certain animation while moving or is there a simpler way of doing it?
I tried playing the base animation as a task after telling it to move but that only works the first time it moves.
