Mentally I feel like I’ve been slamming my head against the wall into a messy pulp trying to figure this out. I’m working on a project that is FP Melee oriented and if I want to use a TP animation for FP arms it just looks terrible. SO my options are to either use the TP animation and try my best to not lose the little patience I have left to adjust the animation to fit my needs OR try and figure out how to use two separate Anim BPs for FP and TP animations that I have. I’d rather do the latter mainly because that’s what most of the popular FPS games do, (i.e. TF2 and Overwatch). So if anyone can assist with my plight I would really appreciate it. I’ve tried called to both anim bps within my characters bp, I’ve tried calling to either FP or TP anim bp within the other but it never seems to work. The closest thing I’ve come to is both animations will fire off on initial primary attack but if I continue to press the primary attack they both go out of sync and sometimes neither of them play.
I don’t think I can fix this, but just for clarification’s sake in case anyone else wants to try it:
You have a character BP with 2 skeletal meshes in it. One skeletal mesh is just first person arms that has it’s own Animation BP. The other is a mesh that other players see when they look at the character that also has its own Animation BP. You are trying to get both animation BPs to fire at the same time when you press the trigger, but they won’t. Is this an accurate summary of your problem?
That is exactly what I am doing and trying to achieve. So far the character movement does what it needs to for FP and TP view. It’s just trying to sync the attack animations, I just want them to fire off at the same time every time I press the attack input.
If both meshes are the same except that one the body/non-arms are invis, you could try temporarily using copy pose from mesh just for when the shoot animation is playing.
I don’t think that is the intended use of copy pose though.
Thanks for the suggestion, I’ll try it out and let you know.