Hey everyone!
I am trying to learn about animation layers from a ingame standpoint (I mean not for the sequencer).
I am trying to do a very simple exercise but I am failing to link things correctly.
OBJECTIVE
I want to create a character that can walk and crouch with an input, like a button press. Very simple.
I want to do so using Animation Layer interface.
My steps:
-I create an AnimBPWalk, add the needed logic in my event graph and anim graph with the corresponding state machine, and plug it in my BPCharacter.
-I create an Animation Layer Interface asset, and add a Crouch layer.
-I create a new AnimBPCrouch, and I do the same anim graph, just in this one my idle and walk animations are CrouchIdle and CrouchWalk. My first doubt actually comes here, I know I need to have the same variables from AnimBPWalk in my new anim graph, but do I also need the full event graph, my goal is to reference just the anim graph after all, I think the event graph from the original bp has the necessary info arleady.
-I link the Animation Layer Interface to my AnimBPWalk in class settings- Drag my animation layer to the Anim Graph and get the Linked Anim Layer node for Crouch layer. And then I blend pose by bool with my original state machine node.
However I can see I am missing something crucial because when pressing my input button my character reverts to T pose, my layer is not linked to my AnimBPCrouch, and it makes sense, I haven’t done anything to get it linked.
So I tried also linking the crouching bp in class settings to the anim layer interface, but I get the same result. My crouching bp never gets referenced in my walk bp.
I would love to get some help on this.
I know this example is super simple and probably not even worth doing with anim layer interface, but of course it is an example from which I want to learn and scalate later. Cheers!strong text