koutaaiba
(koutaaiba)
1
if (bAttack && !IsPlayingSlotAnimation(AnimMontage_Attack01, TEXT(“AttackSlot”)))
{
float a = PlaySlotAnimation(AnimMontage_Attack01, TEXT(“AttackSlot”));
}
if (IsPlayingSlotAnimation(AnimMontage_Attack01, TEXT("AttackSlot")))
{
}
With IsPlayingSlotAnimation()
I’d like to know if the animation is playing now
all false
Is the code wrong?
Firefly74
(Firefly74)
2
yes, the method you are using is not about montage, here one that should work :
TheSkelatalMeshToCheck->AnimScriptInstance->Montage_IsPlaying(AnimMontage_Attack01))
“AnimScriptInstance” is your animationBlueprint runtime object
koutaaiba
(koutaaiba)
3
Thank you for your reply
So does it mean that you can’t manage Animation using slots in C ++?