Hi!
I’m splitting up my big AnimGraph into Linked Animation Layers via “Animation Blueprint Linking”.
Except from the (very good) introduction How-To from the Documentation I can’t find further information on how to use it best.
I’m using an Animation Layer Interface so I can override various layers from my Main AnimBP on the fly.
That way I could swap out e.g. movement when swimming, walking etc. or interaction with objects.
Maybe somebody can help me out on some questions?
I want to create more complex Graphs with State Machines inside the linked AnimBPs.
Therefore I need a couple of variables (like e.g. Speed, Is Jumping etc.) from the Main AnimBP which I added as Inputs to the Animation Layers Interface layers.
I assigned the required variables to the “Linked Animation Layer” node in my Main Graph.
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Since the Animation Layers are AnimGraphs, how do I store the input parameters (from the Input Pose) into local variables for further use inside the state machines (in e.g. transitions)?
In the AnimGraph I don’t have the “flow” pins to trigger the “set” methods of variables. -
Is it even possible to create State Machines in Linked Animation Blueprints?
Or is this basically just used to switch out Animations with some additional calculations? -
Can someone point me to a more complex system that uses Linked Animation Blueprints? Or maybe somebody is using it and can send me some screenshots of how to best use them in a complex environment?
Thanks!