Layered Animation only in AnimationBlueprint?

When you want to have different parts of a skeletal mesh do different animations at the same time, you can use an animation montage. Everything I’ve seen so far triggers the animation montage from a blueprint other than animation blueprint, for example from the player blueprint. Animation blueprint explicitly forbids using animation montage in it when you try to drag it there.

Is there a way to do all the animations within animation blueprint? Ideally, I’d like to have all animation stuff in animation blueprint and just do gameplay logic, player logic and stuff in player character. That seems a lot better to overview.

Can you do all animation possible in animation blueprint? Would that even be the best way?

What really plays different animations on different parts of the skeletal mesh is the LayeredBlendPerBone node. You can cache the two animations you want to play into poses and connect them to the two pins of the LayeredBlendPerBone node. To play both animations at the same time, you can use Sync Groups.

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