Hello there guys.
So, let me explain my plea for help more clearly, in the context of what I’m trying to do.
I have a dialogue system in my game that is based around a behavior tree. Idea is pretty simple to be honest, to basically have a “stat check” system that should either allow or not allow to progress the dialogue based on some of your character’s parameters at a time. Would be even greater if it actually had an ability to remove used parts of the dialogue from itself, so you don’t have to click all over again the whole branch of dialogue that you have already been through, but I digress. This “stat check” or let’s say set condition if true should trigger another event,in my case it should be characters repossession and spawning these characters in a specified location.
What am I having trouble with?
- I don’t know how to create an event of spawning multiple characters in a specified place.
- I don’t know how to properly possess them, because in the end the main thing that I need them for, is to play a controllable sequence of animations. Controllable in a sense, let’s say you made an animation of characters shaking hands and another animation of them hugging each other, so you have two characters that perform the animation, but then you want to be able to progress their animation from shaking hands to hugging. The process to achieve that, at least as I see it, is fairly straightforward, you just need two controllers that would listen to this specific key press and an Animation Blueprints for each of the characters with state machines that feature these animations. But as I’ve said earlier, I don’t know how to properly spawn and possess them.
The ideal case scenario would’ve been the result in which. You talk to npc> reach a certain dialogue option> pass its “stat check”> cinematic sequence of camera getting into position in a new location> sequence ends> you gain control for progressing looping animation for the characters that u are now controlling with specified key> you cycle through all available animations> another camera sequence starts to play> it ends fading to black> you are back in the same spot u were when u started the conversation with an npc, with all your movement controls in tact and characters that were created for this specific event despawned.
My main goal here is to be able to shoot out an event of spawning and possessing multiple characters and to be able to control them at the same time performing desired animations. Other things like stat check, starting off from a cinematic sequence, are just things that would be nice to have, but they are not the MUST in this case.
Hope you all have a great day and will find all the help you are looking for.