Multiple Blendspaces in AnimBP

Hello Everyone
I am currently working on a multiplayer RPG. I have come across a problem, I’m not sure how to fix. Is there a way where I could change the animation blend space based on the weapon equipped. I was thinking of using blend poses by bool but I have 5 blend spaces I want to change when a certain weapon is equipped. Is there some other way I should go about this that could be server efficient
Thanks

I guess there is a better way, but I would try “Layered Blend Per Bone”. You can add as much layers/pins as you like and control the blending with the alpha value. So you could have a base pose like locomotion, and a slot for the wepons in each layer, and in the BP you can set INTs depending on the weapon which one of the layers to add to your base pose putting them in the alpha.

EDIT: I’m dump … create an enum with your weapons and you can use a blendPose OnYourWeponEnum after that in AnimBP - would be the easiest one :wink: hope you know what I mean, I’m not on PC right now.

You could also set the blendspace to use as a variable in your stateMachine - just in the blendspacePlayer there is a box to tick to make it variable :slight_smile: so many possibilities yey :wink:

Will it be replicated in all on the server and the client? sorry im trying to build a multiplayer game but don’t have much knowledge on animation replication

It depends which way you Go. If you Set your variable (enum/blendspace ref) to replicate and Change it’s value on a Server rpc, it should Work. Try it, If Not we can have a Look together. You can get the variable in animBP by your actorBP, and the actorBP should be replicating