Multiple Aim Offsets in Animgraph

I can get 1 aim offset working, but I want to use aim offsets for each type of weapon (rifle/revolver/machinegun) and one for the flashlight. They should only be activated when in the weapon stance which I have set as a bool in character blueprint and also an enum which sets up the animation to play in the State Machine. So I need to figure out how turn off an aim offset blend when it’s not needed. It seems adding a second one conflicts with the aim of the first one and I have not tried more than 2 yet.

Is there a bool for animgraph? Should separate floats be used for each aim? How would this be accomplished? I uploaded some screenshots of what I have (some nodes are disconnected cause they interfere, but flashlight is working by itself).

I solved the problem by switching the different aim offsets with an enum for each stance. Personally I didn’t need the Yaw except for flashlight animation.

Here is the solution for those interested. Now you can have as many aim offsets as you want and they will not interfere. I just have multiple rifle aims cause I havent made the animations for other weapons yet.


Nice. Thanks for sharing your solution.

One more example.

Would you know of a tutorial about how to set something like this up or could you create a sample template to show how to do this, I am very new and can’t find anything about having an unarmed and different armed states. just a example of unarmed, rifle and pistol or something would be amazingly helpful. I know I’m asking a lot but It’s the only way I can learn.

I like the second example. nice an clean. Going to need more bools for other weapons. Thanks for sharing.

visoutre hey man can you email me at im would like your help with something

This one did not work for me for some reason, nkey possibly showing the event graph as well, thought im pretty sure i have it setup since my first aim offset works.


i know this is probably an old post but i cant see the picture any chance you can post it again?

Whoa this is an ancient post. I asked this Q on Epic Game’s old answers webpage, so the image is unfortunately gone. I still have my project and I was able to look at my AnimBP, but I forgot the context of this question.

Here’s an image of the ENUM I was using with the different weapon states independent of one another. Is this helpful or more confusing?

Sweet thanks I ended up just duplicating the blueprint and changing the anim class on button change but this should be helpful later