I am not sure if this belongs under the blueprint section or animation section because it has to deal with a bit of both.
Being a solo developer, I have been working within my constraints as far as art goes and have been using a pair of FPS arms found from a horror pack in the Unreal marketplace.
However, I have retargeted some animations that were originally for the unreal mannequin character, but the arms to are low to show the animation during actual gameplay.
In other words, during the animation, the fps arms are too low or far back (probably both), can I just move the skeletal mesh only during a certain state on a state machine, or is there a better way, such as creating another camera just for this one animation?
Any suggestions, thoughts, solutions, etc is appreciated.
Just busting through the learning curve,