Patrolling and walking animation

Hi , quick question why in every tutorial regarding AI patrolling all the AI is described but the NPC begins to run walk animation without that being detailed? I assume all the basic animation state is already in the animation blueprint of the NPC but i am not sure since no one spends a minute on that part of the topic

Hey @Frankdragon!

It should be by default, yes, if you’re using a ThirdPersonCharacter base blueprint. It should all be hooked up- the walk/run animation is driven based on the AI’s movement speed, and should automatically play as it moves. :slight_smile:

Thanks now i begin to understand a ThirdPersonCharacter base blueprint is provided by Unreal engine itself no need to be implemented separately unless for some custom behavior.

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