Hi,
“it seems like connection between Blueprints will be implemented later”
There are official tutorials talking about Blueprint Communication, just take your time to watch them.
So,
Your Character is doing a rotation based on its root only because:
- you’re calling SetActorRotation in the Event graph.of the classic blueprint.
- The pose in the anim graph is just reflecting that fact.
- Promote your result from MakeRot Node into a Rotator variable in the classic Blueprint.
- In your anim blueprint, use Event Blueprint Initialize Animation Node to promote a reference to your classic blueprint. This can be easily done thanks to the Try Get Pawn Owner Node.
In the above example, I’m giving to the AnimBP an access to the Turret_BP.
Turret_BP is doing all rotation computations in it’s event graph.
The AnimBP is “only” getting the updated value while posing…
- Get your Rotator variable in the Anim Graph and pass it to the Transform (Modify) Bone Node.
Here is a basic working example with a classic blueprint exposed to the Anim one to control the rotations of 2 bones in a model.
Note that a Layered Blend Pose is used above because I’m transforming more than one bone.
You may take a look at that at some point.
Hope it helps.