Hello guys, what I want to do is exactly what the title says. But for more clarity im trying to have different guns in my game which each gives a different hand location to the animation blueprint for an IK solver. Ive seen other people ask almost the same question but the answer always seems outdated or just missing something.
Im trying to achive something like TABG with physical animation for the arms and if someone has a better way of achiving that then what im doing im happy to hear how that can be done.
hi,
the skeletal mesh in an actor has an animation instance.
To access it from another blueprint you can get the actor that owns the anim blueprint→get skeletal mesh→get animation instance→get/set variables in the anim BP.
this should work in theory ,but I have never tried that my self so far.because it’s considered a bad practice somewhat.
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Thanks! This worked but i had to use the anim instance as a cast to my anim bp, hope this is not too impactful on performance though.