I suspect you are trying to swap animations of the Character when the Weapon is equipped (attached) depending on type of weapon: Rifle, Pistol, Bow, Wand,etc. Well, you have some problems:
You are not setting the INT in the Character’s AnimBP.
- The Blendspaceint Function looks like its nested within itself so it would be in a Recursive loop. Should throw a infinite loop error. I don’t see a need for it.
- The INT should be in the Characters BP ( not Weapon BP ), so you can set it, then access it in the Character’s AnimBP for use with the BlendPosebyInt. You can have the Weapon BP access the Characters INT on Equip and set the value directly to 0 if its the Rifle, or 1 if its the Gun, 2 if its a Bow, 3 if its a Magic Wand. etc (some would use inheritance on the Weapons Actor BP, I personally would use Actor Component for modular functionality)
- In the Character’s AnimBP EventGraph, you access that Character BP’s INT to set the AnimGraph’s version of the INT for the BlendPosebyInt.