It won’t work in my project in 4.12 because the skeleton I have in my project is just a couple of flimsy arms holding up a gun. The skeletons must be the same for Unreal to recognize the
Animations. Otherwise they will not show in anim browser even if they show up in content browser. Unreal will NOT SHOW THE anim placeholder files in the asset browser for the anim blueprint if the two skeletons are different…
So the only way I might beable to get it to work is to start a new third person project and copy the project to 4.8.2 with '‘Show Explorer Window’ option. once its recognized it, this will cause blueprint node errors to all pop up everywhere because the engine is not backward compatiable then I have to delete all the blueprints and redo them all over again. but at least both skeletons will be the same even if all the blueprints get stuffed…
But if I get it working in 4.8.2, then there’s no guarantee that it will successfully load the project into 4.12 if I migrate it from 4.8, because when I tried to migrate up to 4.12 it just crashed the engine when loading the project when compiling the shaders.
So the engine is not backwards compatiable which is why you get the blueprint node errors and the skeletons must be the same.
But in a third person game sometimes you have an option to toggle the H key to switch in and out of First or Third Camera Views. Switch out of two skeletons. Surely blueprints can manage to do that without crashing the engine.
I need a blueprint that can keep the close up camera view when I hit H as well as hit h key again to switch the blueprints to have the normal behind third person view.