Haoris
(Haoris)
February 13, 2017, 2:55pm
188
Hey there. The system has a setup for enabling unique logic for each item use. This was done with the intent on having unique anims/sounds/events play on use. Whenever you use an item that is a Useable item, the actor that represents it fires off an event unique to that actor called “Use”. In the example content, this event is used to do things like trigger a muzzle flash in the weapons and “animate” the sledge hammer, with the intent to demonstrate that this might be used for things such as this. The default anim graph includes a slot for animation montages, so if custom animations were desired to be played, then you would only need to use the Play Anim Montage node on the character. Adding in a heap of empty nodes is not really something I’d like to be doing simply because people who don’t want animations to play at those points will then be left with superfluous code. Hope that makes sense?
Hmm, let’s say I want my character to play a fire animation while using the machinegun, you mean that all I have to do is to add a “play anim montage” node in the “Event Use” of the BP_SGT_Weapon_Machinegun and the anim will be played on the character who use the weapon and replicated to other characters?