Hello there!
I have multiple pawns that I can switch to and from. Although the mechanics work, when I switch characters, it seems to stop its respective animation blueprint and state machines. How would I make it so the blueprint/state machines continue? I’ve thought about doing a switch with AI controllers, but it’s unknown territory for me. If it’s not possible, can I force an animation through blueprints?
I don’t know how you are doing the “switch between characters” which I assume is something like, the player controller possessing another pawn. If that’s how you are doing it then I don’t see why animations would stop. Can you talk a little bit more about this switching mechanic and how you are doing it? Some screenshots of code would be nice too.
Maybe this question here might give you a hint:
https://answers.unrealengine.com/questions/176449/how-active-a-npc-behavior-of-a-pawn-if-i-unpossess.html
Oops, forgot all the details, thanks for the reminder. So basically, our protagonist can switch between her different sheep and herself. When she does so, she enters this trance-like state where she doesn’t do anything until she switches back to herself. The problem is, let’s say the player switches in air or while running, she keeps the last animation triggered looping. What I need is for a way to just let the game continue along my state machine and animgraph so it transitions to the trance smoothly. As for the example you provided, it uses an AIController, though I have never done AI at all, I would love to learn. Attached is a screenshot of the mechanic (although I’m not the one who coded it).