I was wondering if anyone has ever encountered an issue where they set up their player character to override an actor in a sequence through a character binding, and though the sequence recognizes the binding (and moves the player to the sequence actor’s location), it won’t override animation? I can’t seem to take a small enough pic to attach…but the setup is:
-trigger volume setup to interact with player
-get player character, disable input
-get sequence binding for sequence current actor and replace with player character
-re-enable input once sequence is finished
I’m pretty knew to blueprint, and was wondering if the way im going about this is optimal, and what i am missing to have the player char properly recognize the sequence.
Additionally, was wondering if there was a good way to go about finding the skeletal mesh actor associated with the player character, and use that in some form to drive the sequence instead?