I need to make a blueprint in my game have an idle animation that switches to another animation when it is overlapped (It’s a collectable gem)
create a boolean that is set to true when its overlapped and send that to an animation BP.
In a state machine use that Boolean to decide if the animation should play or not
How do I get the same variable in the 2 blueprints?
Make the bool manually in your animBP (call it isOverlapped for example). Then in your actor BP get your mesh and your anim instance from that, cast it to your animBP and then set the isOverlapped to true on begin overlap (and check it to false on end overlap if you like).
Thank you so much, it works now ![]()