One little issue with my Blend Pose. I have one animation for only one Bone that runs when the character is holding an item. This works fine but I also have a dash system with a full body Animation (works also fine) and when the dash ends, the ‘holding’ pose is disabled.
I trigger both poses inside the character blueprint via. the ‘Play Animation Montage’ node.
I’m new in Unreal Engine and I’m still learning blueprint and all of the animation stuff. I think the Problem is right before the main output pose. (Image) I don’t know how to layer more then two animations. The bone for the ‘holding’ pose has to stay active while the ‘dash’ animation is playing.
Unfortunately, I don’t have a solution for this, as it is currently set up. However, I would just note that whenever I’ve used montages, and pretty much whenever I’ve seen anyone else use them, they’re being called from the actor blueprint, rather than the animation blueprint. That may be worth trying, if it suits your project. May be a bit more flexible.
Do you have blend more then two animations together with the way you work?
I control both animations with my character blueprint. With the Anim Blueprint I have only the stamdart animation like Idle, Walk, Run and Jump. To get the blend layer per bone to work, it needs the default slot.
What I also tryed was, to restart the holding animation after the dash. This works as long I hold something but without, it also starts the animation.
Do you have a solution to get the animation only replay after the dash when there is something attach to the actor?