How would I create a situation where a consecutive keypress is ignored until an animation is finished? The above blueprint was an attempt but I did not work. It gets stuck in one position.
I would use an animation blueprint for that, adding an animation notify at the end of the animation so that the animation blueprint can notify your pawn when the animation is done.
could use that wwith a gate, close the gate after starting the anim then opening it back when animation notify fires up at the end of the animation.
I would prefer to keep the control flow in the character blueprint. About the Gate, not sure how to plug it into this system.
The flip flop B portion isn’t connected to the animation montage node after safety on Boolean?
Must have accidently disconnected when I tried out new nodes. Forest for the trees, dammit.