Looking for a tip: How to interrupt an animation to play another one in Locomotion?

Hi Guys,

Been working on a game for a while now, the amount of times I get stuck I can’t even count. lol.

My issue is, when my character is punching another, the other one reacts based on where he was hit, which is fine. But my question is, if I double punch, lets say, once in the face and then to the leg, I want the head hit reaction to stop and begin the leg hit reaction, and then of course return the character to the idle pose.

That is how I am trying to transition between the hit reactions, does this look like the proper way? Having it like this isn’t working out, the first animation still plays to finish before allowing the 2nd hit to play, I also end up getting delayed 2nd hits because the player is retracting his arm already, however its still overlapping the enemy players mesh.

We interrupt anims by using the stop montage node in bps, but may not be best practice.

What would you recommend being the best practice? Also, do you feel that having hit reactions may have a better place in the character blueprint rather than the animation blueprint?

Don’t have enough experience to say what best practice is. :slight_smile:

Our method works for us, but there might be a much better way to do it. We have a bow montage that consists of a draw the bow, hold it steady, and release animations. If the character takes a hit, we stop the montage and the take hit animation plays.