in Tokyo Wonderland - Blueprint Only Action Hack n' Slash

This is for a question on Youtube

"So I got this working. The problem I’m having is the decal on the ground which is somethig done in the Enemy, I’m assuming when you cast to the enemy and call the event Locked On. I can figure that part out. Here’s my issue, How to you handle movement while locked on? I was thinking of allowing the player to still move around freely while the camera is focused, but if I keep it the way it is (camera and the player is focused on the enemy), then my character uses the forward running animation when moving backwards and to both sides. How do you handle that? "

So I use the Direction Blend when Lock On is active…it sets a Lock On variable in the Blueprint animation to use the Direction Blend while on and go back to normal when off…It is a straight copy from the 1st person game example. Speed will vary per game and animation. Set it up the same way they do in their animation Blueprint getting direction and speed…really just copying what they did in there is how I did it in mine…
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