I want to add animations to my weapons based on the movement of the player’s pawn.
However all the animation nodes seem to pull their values (velocity, etc) from the actor that they were instanced from.
In the case of my weapons, they don’t have (velocity, acceleration, etc) as they are their own actors that are attached to the pawn.
Is there anyway to get around this, so I can pass the nodes the data they need, rather than the nodes just attempting to find the values in this black-box fashion?
I know i can use the AnimNodeBlendByProperty and break down vectors into individual floats, but it would be nice to use nodes like AnimNodeAimOffset and give it the vector it needs.