How to set up Multiple First Person animations and weapons?

Hello all,

I am going to try my best to ask specific questions as well as being thorough. I am using a few First Person packs from the Marketplace and as of right now I have a first person Player that can run, crouch, jump. I had Sword and Shield animations “working” but getting to the Draw / Sheath weapon is where my lack of knowledge really showed.

So I want to start by stating that I want to switch between each weapon. Without anything “equipped”, the player is defaulted with Unarmed (fists) and if the Player equips a sword, it uses the FP Sword Animations.

Would I make Blendspaces for the weapon types? I just feel like Blendspaces would be strange to use for First Person.
Or would I create MANY States in the Animation Blueprint?

My other main issue is Drawing / Sheathing. If I don’t have a weapon equipped but “drew” my hands, they would raise and do all the walk animations and could punch on “LeftClick”. And if I pressed ‘F’ again, they would “lower” and I wouldn’t be able to attack or anything.

Would I make a Enum or List Table or what? I’m just looking for a small push in the right direction. A lot of threads and videos are more about First Person Shooters and they just switch the weapon but use the same animations and trying to follow those with not quite the same intentions have been a lot of trial and error with the end result being nothing quite working.

Thanks!

Hi, for the first part, you’d need to create an animation montage with notify events to draw the sword.
For the second part, you could use an Enum but sounds like a bool or custom event could work. I’d try out a few ways to get a better understanding on different gameplay mechanics.
There’s a tutorial series on the Unreal Engine Youtube channel that shows you how to use animation montages.

UE4 BP 3rd person